Cheatchannel.com - PC GameCheats, Cheat Codes, Help, Faq, Computer Games, PC Game Cheats, cheats, PC cheats



Home | New Cheats | Cheats | Download | Games | Links | CheatsBook | Contact | Games Trainer | Search
   

Browse By PC Games Title: 

   A  B  C  D  E  F  G  H  I  J  K  L  M  N  O  P  Q  R  S  T  U  V  W  X  Y  Z  # 

Space Quest the Lost Chapter Tips & Tricks

Tags: Space Quest the Lost Chapter Game Guides, Space Quest the Lost Chapter Hints, Space Quest the Lost Chapter Walkthrough

Space Quest - the Lost Chapter

version 1.0.0
by Andrew Schultz schultza@earthlink.net

Please do not reprint this for profit. I wrote this document largely to 
help preserve good old memories and interest in classic(and especially 
'retro') games--both for myself and for others. If you really would like 
to post this on your website, please send me a polite e-mail addressing 
me by name and referring to this game specifically. If I don't know you 
I generally give away one FAQ at a time at first.

Warning--this document has a lot of spoilers, but it also has info on 
where to get the 'right' version of this game in section 1.

    ** AD SPACE **

My web page:
http://www.geocities.com/SoHo/Exhibit/2762

================================

  1. INTRODUCTION

    1-1. SPACE QUEST IN GENERAL

    1-2. ABOUT THIS SPIN-OFF

    1-3. ABOUT AGI

  2. COMMANDS, ETC.

  3. ALL ITEMS

  4. LOCATION MAPS

    4-1. ABOVE GROUND

    4-2. BELOW WATER

    4-3. THE SHIP: FIRST PASS

    4-4. WEIRD MAZE

    4-5. PAST THE WEIRD MAZE

    4-6. THE CITY

    4-7. THROUGH THE TRANSPORTER

  5. WALKTHROUGH

  6. MOST CHALLENGING THINGS

  7. HOW TO GET POINTS(AND LOSE THEM)

  8. WAYS TO DIE, AND BUGS

  9. DID YOU NOTICE...?

  10. VERSIONS

  11. CREDITS

================================

  1. INTRODUCTION

    1-1. SPACE QUEST IN GENERAL

  Space Quest, which revolves around a bumbling janitor Roger Wilco, non 
sequiturs, ugly evil aliens, and exotic planets where explosions just 
seem to happen, was created by Sierra and six chapters were created. The 
ones created by Sierra are:

The Sarien Encounter
Vohaul's Revenge
Pirates of Pestulon
Roger Wilco and the Time Rippers
The Next Mutation
The Spinal Frontier

  SQTLC is not an official entry in the Space Quest series but more like 
a tribute. It's a good one although it does share some of the overdone 
bits I didn't always like about Space Quest.

  There's also a Space Quest Collection for avid collectors; it's a bit 
expensive on eBay but you may be able to pick up separate late ones 
early and find the rest "underground"--well, the Internet's sorta 
underground with all the cables it needs to use and such. I say no more.

  In this fan fiction the author accounts for the vast amount of time 
elapsed between Space Quest II and Space Quest III. It's well programmed 
and uses AGI's capabilities and skirts its limitations well, with lots 
of colorful wildlife running and swimming around too. You don't actually 
do much in space but it's a definite huge quest.

    1-2. ABOUT THIS SPIN-OFF

  It's written by someone named Vonster da Monster entirely in AGI, the 
engine Sierra used for King's Quest I-III, Leisure Suit Larry, Space 
Quest I-II, Black Cauldron, and other games. As for SQTLC(the obvious 
acronym,) I quite like it. The author uses many features of AGI to the 
capacity and skirts some limitations cleverly. If you are a programmer I 
encourage you to download the latest AGI Editor which AFAIK is not 
endorsed by Sierra but someone named Peter Kelly started work on it. 
Eric Fullerton managed to tweak the interface to make it quite colorful, 
and you can of course look at this game through it all and cheat that-a-
way. In fact I very well may have...but in any case it's neat to see how 
a game is put together from the ground up.

  Blah, blah, technical stuff...if you wish to download this game, you 
can search for "space quest +the lost chapter" on Google which should 
kick you to the official site, which for now is at...

http://frostbytei.com/space/

  You'll want to click on "download tlc" because that has the very 
latest version with ALL bug fixes. There should be a bunch of files 
dated 7/18/2001.

    1-3. ABOUT AGI

  I don't know all that much about AGI, but you can download the editor 
here:

http://www.classicgaming.com/agisci/agiutil.shtml

  It's basically broken down into a series of commands you can 
understand in English, such as ISSET, RESET, SET(for variables telling 
if a door is open,) animation handling, and variables v1..v3 and more to 
set or tell the program horizontal and vertical position, score, 
previous room visited, and other things. It uses if/then/elses and good 
junky syntax(i.e. if said("get","potato","fork") { print"You get the hot 
potato with the fork." })

  It naturally has some limitations such as only 256 rooms(rooms include 
cut scenes actually) or animations but SQTLC uses many rooms as bunkers; 
they are guard points you can only go east from.

  2. COMMANDS, ETC.

  The syntax is a bit tricky but much of what you'll commonly use is 
just USE PANEL or PUSH GREEN BUTTON or GET. You must DIVE(with half your 
body submerged) and EXIT WATER(near the top of the screen) to swim 
underwater and get out respectively. You don't have to use perfect 
English; "LOOK FRUIT" is the same as "EXAMINE FRUIT" and often on 
examining something you'll find something else to examine.

  One nice thing about this game is that the slowdown caused by so many 
monsters wandering around works to your advantage--the "fastest" game 
option is no longer lightning, and you can make it quicker than the 
formerly cutting-edge "fast." So look to use that speed--until you have 
a tricky puzzle that requires attention to detail or lots of typing in a 
short time period! There are also places where you need to struggle to 
find the right place to take something and you can hit F3 to repeat a 
command(i.e. TAKE ROD when you can't tell where it is) until you get it 
right--this also works when you want to talk to a roaming alien. There's 
also one hatch that's particularly nasty to climb down.

  Another nice thing about the AGI engine is how it allows you to type 
in a command for getting ready on the next screen and then after you 
move around you can fire it right off. This is nice when dealing with 
hostile wildlife. They may go fast, but you are prepared.

  I've found that arrows/home/pageup/end/pagedown work better for me 
than the number pad in terms of moving around. Also note that to move 
around just a bit you can hit a key and hit it quickly again. That moves 
and freezes you quickly.

  Some commands also require you to get the order right. For instance 
USE A ON B may not work but ATTACH B TO A may.

  But the most important thing to note from this is SAVE YOUR GAME. It's 
just an F5 key--and F7 to restore--and generally I use the score as a 
save name(here I use 1-xxx if you rolled over the score.) You'll 
probably forget it at first--and later after solving a big puzzle. 
That's the way of this sort of game. But the less you have to retrack, 
the better. This is a taxing game and anyone who can get through without 
a single slip up is quite good. Oh and there's a maze where you might 
want to save multiple times to get the trial and error down.

  Instead of hitting ALT-TAB or WINDOWS: RIGHT CLICK: (C)lose you can 
hit ALT-Z to leave. TAB/F4 shows what items you have although some 
computers make your full screen a small window.

  The latest version also has mouse support but I didn't really find it 
useful; quite frankly I think Sierra's AGI games helped me get used to 

  3. ALL ITEMS

(later)

  4. LOCATION MAPS

  Note that the numbers mean the room according to the AGI editor. AGI 
allows 256 rooms and many can be reused because it also keeps track of 
the room you were at. This game does so and also uses some rooms as de 
facto cut scenes, i.e. if you die there's a dark screen showing you in 
pain, and each different sort of pain is a different room. Details are 
added below maps where I find them expedient.

    4-1. ABOVE GROUND

                                8--7
                                |
115-111-112-113-114            23       130-131-132-133 129-+
 |               |              |        |   |   |   |   |  |
116            6-63-22-21-20-10-4--5--3--2--138-135-134--+  |
                    |  |  |        |  |  |       |   |      |
                    83 83 83       85 85 84     139-136----137
                                                     |
                                                    143

You start at location 129.
One card is in the ship at 143.
2 = fishing ground.
131 has mould.
132 has flower.

Diving:
2<->11, 3<->

    4-2. BELOW WATER

      4-2-1. MAIN SECTION

                    175-+              77-76
                        |                  |
24-19-18-17-15-16-14-13-12-11-71-72-73-74-75
|  |  |  |  |  |  |  |  |  |
30 31-27-28-29-65 61-36-34-35
   |  |  |  |  |  |  |  |  |
   32-50-55-56-57 58-38-39<-+
   |  |  |  |  |     |  ^
   33-51-26-25-59-60-62-37-68-128
   |  |  |  |  |  |  |  |
   66 67 67 67 67 67 67 67

11 features a Tiny Toothed Terror Fish that blocks your way.
25 has a hole to 81, if you PULL CORAL.
30 features a bag in the lower left corner.
38, 39 and 58 feature killer clams which are fun to try to get by.
56 leads to 54, if you go west behind the most prominent root.
60 has a hole you must search to find a jar cover.
67 features more killer clams there's no point in trying to get by. But 
you can escape back where you were.
68 leads north to 67.
73 features the metal bar.
77 has a puffy fish in a hole.

      4-2-2. A SMALL DIVERSION

121-120
 |   |
55   56(both via diving)

      4-2-3. PAST THE TENTACLES

172-171---------***-175
|               160
173-168-169 ***-***---------***-***-***
            162             161 164 165
            ***-163-177 170-***-***-***
                   (176)

    4-3. THE SHIP: FIRST PASS

     205---206 +--200
      |        |   .
      |        |   . (shaft)
+----202------203  .
|        204       .
|      exa.mine    .
+----201...       210
      .
      .
     207 (elevator)
      .
      .
     208
      .
      .
     209--213--214
                |
                |
               215--216

    4-4. WEIRD MAZE

  Here's a by-room list of which room leads to which others. Note that 
40 and 42 look the same as do 44 and 45. However, these can be told 
apart as 45 only appears after you go through 44(or retreat from 46,) 
and 40 only appears going south from 42.

(41,43->41; 42,47->42; 46,48->46)
  |
 40
  |
(41,43->43; 46,48->48; 47,42->47)


(40,44,81->81; 42,46->46)
|
41-44
|
(81,44,40->40; 46,42->42)

41
|
42
|
40


(40,44->40; 46,48->46)
     |
 44-43
     |
    48

(48,45->48; 41,46->41)-44-(43->43; 45,48->45; 41,46->46)

44-45-46

      (40->44; 41->45)-46-47
                        |
(44,40->40; 46,42->42; 47,43->43; 45,41->41)

   40
    |
46-47

(40,44->44; 43, 49->43)
|
48-(43,49->49; 40,44->44)

48-49-(211/212/191)

    4-5. PAST THE WEIRD MAZE

(211/212/191)-190-100
               |
              186
               |
              187-185

underwater is straightforward...

102
 .
 .
101--181--180--188--219--218--(back to enclosure, 217->185)

    4-6. THE CITY

   (die)
    142-140-179       194--192--193
         |   |         |
         |   |         |
197-198--+  178--195--196--141(die)
 .
 .
101/
104

    4-7. THROUGH THE TRANSPORTER

  The ship has 13 levels. You start on #2. 5, 8 and 9 are unimportant, 
and 12 is not critical to finish the game but has something neat. Room # 
231 = elevator. On there you type PUSH ONE or whatever--no "1" allowed. 
109/108 = guards blocking your way. Basically they block your way 
everywhere so you'll get hot if you try to run past them.


       LEVEL 1           LEVEL 2         LEVEL 3

         236--237                      231 152
               |                        |   |
     +>>>231   |                   109-255-158-108
238  ^    |    |    321
 |   ^    |    |     |  (teleport)
 +--223--221--220   227-226

      LEVEL 4            LEVEL 6         LEVEL 7

      147-146-148      166  231<<<+       79-80  231
           |            |    |    ^           |   |
     231   |            |    |    ^       52-234-184-108
      |    |       109-158--222--225--108
109--183--149--108

      LEVEL 10           LEVEL 11        LEVEL 12

231  159           231  150-151             231
 |    *             |        *         119/  |
 |    *             |        *         118--230
235--107--108      229------233

* = restricted access

      LEVEL 5/8/9

   231     231 231
    |       |   |
    |       |   |
53-239-232 228 182

  5. WALKTHROUGH

  I've tried to be spare with the annotations. Stuff that's critical is 
in ALL CAPS. More empirical stuff is wedged between asterisks.

  General note: NSEW = not a direction, but moving across screens UDRL. 
Generally if you see an opening in one direction--where there's colored 
background at the bottom--you can probably sneak in that way.

S. S. S. examine ship. examine cockpit. GET GREY CODE CARD(5) *must have 
full text there*

N. N. N. W(at the upper part of the screen). GET FLOWER(5) when just 
below/right of the flower.

E. W(through bottom half, ignore the animal) and now W behind the first 
of the shrubs. If you did it right you'll appear very close to the red 
bush but not behind. If not you can leave to the west and go up/down to 
get closer to it. You'll want to be able to see all of yourself except 
your feet. GET MOULD(5) and EAT MOULD(10) so you can breathe underwater.

W. S. to the part where a lake is in the SW. W. W. W. CLIMB TREE. N(in 
the upper left) and E. Walking on the branch, GET FRUIT(5) and EAT 
FRUIT(5). This gets you a worm.

W. S. S. W. W. GET NAIL(5). BEND NAIL(5).

Now there are two ways to get to the other side. First you can DIVE, W, 
EXIT WATER. Or you can go south and quickly hit NW. You may have to do 
this twice, but you can avoid the monster that way.

Next thing to do is get the bone: this part is painful but sadly 
necessary. Get it over with ASAP. Go west until you can't any more, then 
go south. There's a bag in the southwest corner. Go over it and GET BAG.

N. E. S. Go south until just before the clams(retreat north when you see 
them if you overshoot) and then go all the way east. Once you approach a 
cavelike structure get to the east edge in the southeast corner and head 
down. Save the game.

Now you'll need to go east, northeast and quickly north before going 
back east. It's tough to avoid the tentacles but start just below where 
the wall begins, and when you can see 4 pixels of your face through the 
tentacle, move NE two strokes and N two strokes and then E quickly. This 
isn't exact, but you need to change directions a few times. Save the 
game if you're able to go east a bit and then motor east; you may need 
to go southeast a bit. Then head SW when you hit the wall and back SE 
into the corner--because if you turn south your legs may kick up and hit 
a tentacle, but going SE against a wall looks like going E except for 
the whole going at a ninety degree angle to what makes sense bit. You 
can then GET BONE(5). Geez, only 5 points for THAT?!?! N/W/ and then the 
S/SW/W turn will be a bit tough, but with practice you can determine 
where the sensitive areas are.

W. W. W. W. SEARCH HOLE(10) once you're over it. This gets you the cover 
you'll need later. W. W. N. (Enter between the stump roots.) GET FISHING 
LINE(5) in the hole in the tree. GET JAR(5) by the grass in the bottom 
center.

FILL JAR WITH WATER(5) and then USE HOOK ON FISHING LINE(5) and USE WORM 
ON HOOK(5). S to exit and then M. E. N. E. E. E. EXIT WATER in the north 
portion. Leave the water(brown part of shore) and E. Save the game. East 
of the lake, CATCH FISH(10) and you should throw out a net after a bit. 
It'll show the fish rushing to catch the worm. Now be quick here as you 
ATTACH TERROR FISH JAR(5). Not great English but you need the "TERROR 
FISH" to get things working. An extra bonus here is that you can now go 
east from the cave below as it's no longer guarded.

So, once back in the water, DIVE and E. E. E. GET METAL. E. E. N. Here's 
where there's a problem with the game if you have the old mouse support 
version. You won't be able to move once you leave the water. I suppose 
you could use AGI editor to change new.room(76) in LOGIC.075 to 
new.room(77) but in fact there are problems with the game later. So 
instead EXIT WATER. W. Go by the hole in the north wall, GET FISH(10) 
and PUT FISH IN BAGGIE(10) so it doesn't eat you when you re-enter the 
water. E. S. W. W. W. W. W. W. N. LET GO PUFFY FISH(20) and it will eat 
the tentacled thing in front. GET TENTACLE(10).

It's a bit tougher here to judge what's going on. Often you'll need to 
exit on top or bottom of one side.I'll say W-up or W-down for that.

W. W-up. W. S. E. E. examine ship. examine cockpit. GET GREEN CODE 
CARD(10). W. W. N. E. E. E-d. E. E. (down through hole) W. W and now 
have "USE FRUIT"(15) typed before going W-down and hit enter when you, 
err, enter. So much for that shark. GET PAPER crumpled in the left(10) 
and E. E. E. (through hole) W. W. W. There's a tentacled thing off to 
the W-down.

You can either USE PIECE OF TENTACLE(have it typed before entering) or 
zigzag diagonally back and forth to get past the tentacled creature. But 
in any case you don't get points either way. You just need to head E-d. 
E gets you to an oracle room. EXAMINE ORACLE. TOUCH ORACLE(5). The room 
inverts. EXAMINE ORACLE(5). You get a vision. W. W and zigzag back up or 
USE TENTACLE/(PIECE OF TENTACLE) and E. E-u. E.

Now you can tackle the ship. W. W. W. W. W. W. W. You should be under 
the entrance now. EXIT WATER and USE METAL DOOR to open it. ENTER SHIP.

USE PANEL to go through the door slightly north. E. In the NE corner, 
GET ROD(5). W. S. W. go NE in this room a bit and EXAMINE. You should 
find a gun. TAKE GUN(5). Back W, then E. E. USE PANEL and USE CONTROLS 
and go to the right of the hatch that's now open to CLIMB LADDER. It's 
tough to see and figure out and there's a risk of falling down(so save 
the game,) but bump around a bit and you should get it to work.

In the room below you need to futz with the switches. PULL LEVER(to the 
left). PUSH GREEN BUTTON. USE ROD COMPARTMENT(10). PUSH RED BUTTON. PULL 
LEVER(to the right.) FLIP SWITCH(15).

Now you can CLIMB LADDER back up, your work here being done. N. W. Save 
game and USE PANEL. Be careful stepping across the wires. GET ROPE(10) 
and GET MAGNET(10) which should be pretty clear to see--the other two 
items aren't important. ATTACH MAGNET EXTENDO ROPE(10). 

S. W. (step onto the elevator, the circular thing--upper part) (2 
screens before...)

Save the game. Start walking east and type SHOOT GUN before entering the 
next screen. You'll want to start at the top and move diagonally down 
quickly, or start down and move DR. Then SHOOT GUN once you're really 
close. The alien's bullet is delayed a bit so you can just cap him 
outright. Be prepared to head down and avoid the next alien's bullet 
before hitting F3 to re-fire. Being close in is the easiest way to do 
things. Yay! S. E. S. E. GET SUIT(5) on the east side. Right of the 
helmet, PUSH GREEN BUTTON and GET HELMET(5) and you'll get a pressure 
suit(10).

W. N. W. N. W. (step on elevator, up 2 floors) W. EXIT SHIP. W. W. N. 
(save game here as paths are tricky) W. W. W. W. S. CLIMB MOUNTAIN(1/3 
of the way from the right side of the base of the sort-of stairs) and N. 
N. N. Save here and then head west from where you stood. Just after you 
disappear, push west again to stop. GET STONE WITH BONE(5) and you'll 
get a purple stone. "GET STONE" just nets a plain stone.

CLIMB MOUNTAIN and head all the way down. S. Save again--you can walk 
east from a couple screens and fall when you flip to the next. E. E. E. 
E. S. E. DIVE. S. S. S. S. E. E. E. PULL CORAL when you're near it and 
ENTER HOLE.

and now you're ready to tackle the weird maze. Don't worry about the 
transporter to the east yet.

** SOLUTION TO WEIRD MAZE **

The weird maze depends on where you were before to determine where you 
go next. There's one T-shaped corridor where you can't go right until 
you unlock the correct code. The path works as follows:

rm 81 S to rm 41
rm 41 E to rm 44
rm 44 E to rm 46
rm 46 S to rm 40
rm 40 S to rm 48
rm 48 E to rm 44
rm 44 E to rm 45(2 E-W hallways in a row, you're not seeing things)
rm 45 E to rm 46
rm 46 S to rm 41
rm 41 S to rm 42
rm 42 S to rm 40
rm 40 S to rm 47
rm 47 W to rm 46
rm 46 S to rm 43
rm 43 S to rm 48
rm 48 E to rm 49

i.e. S E E S S E E E S S S S W S S E.

Now you're on the other side, yay! a glut of panel pressing is your 
reward. Be sure you noted the way you got through unless you want to 
read my exciting account of how to get back; the maze is cruel but it 
does let you go back the same way you went in.

look panel. USE PANEL. E. USE PANEL. (gets you to 2nd area.) USE PANEL. 
PUSH GREEN BUTTON. (kicks you to next room)

PUSH GREEN BUTTON in the NE corner. Then swim east and USE PANEL and 
PUSH GREEN BUTTON to get out of the next room. Back to walking. E-W 
provides nice scenery but as for getting stuff done S. S. E. (NE corner) 
look panel. USE PANEL. (walk on circle below craft.)

look. look panel. FLIP GREEN SWITCH. PUSH BLUE BUTTON. PUSH RED BUTTON. 
Now you're cruisin'. W. W. W. W. WEAR PRESSURE SUIT. EXIT CRAFT. You'll 
be just UL of where you want to be, so go DR to where the craft seems to 
have a hole, examine crashed ship, examine hole, GET BOX EXTENDO 
ROPE(20).

W. You'll run through an automated screen and then just left of the big 
tower that almost looks like a lipstick tube, go straight up and left to 
get to the box in the upper left. ENTER BAY. You'll need clearance. USE 
BOX. This will let you enter the city.

E. USE PANEL. E. E. S. E. E. N. E. E. TAKE MASK(10). TAKE OUTFIT(10). W. 
W. S. W. W. N. W. S. USE PANEL to close the bay door. W. Step on the 
circle. FLIP GREEN SWITCH. PUSH BLUE BUTTON. PUSH RED BUTTON and now 
EXIT CITY. E. E. E. E. and you should dock. W. N. N. W. USE PANEL. Float 
left to the other door. PUSH GREEN BUTTON and you'll be kicked to the 
left. W. Now you're at the panel at the maze's end.

** THE WAY BACK **

rm 49 W to rm 48
rm 48 N to rm 43
rm 43 N to rm 46
rm 46 E to rm 47
rm 47 N to rm 40
rm 40 N to rm 42
rm 42 N to rm 41
rm 41 N to rm 46
rm 46 W to rm 45
rm 45 W to rm 44
rm 44 W to rm 48
rm 48 N to rm 40
rm 40 N to rm 46
rm 46 W to rm 44
rm 44 W to rm 41
rm 41 N to rm 81

N and out from here. You should have all you need now to complete the 
rest of the game. W. W. W. N. N. N. W. EXIT WATER. USE METAL DOOR. ENTER 
SHIP. USE PANEL. E. ENTER POD. USE GREEN CODE CARD. [zapped to new 
location] WEAR MASK. W. N.

The rest of the game revolves around the elevator which fortunately is a 
quick one. PUSH FOUR. E. N. LISTEN ALIENS(5) anywhere in this room. E. 
You'll want to talk to the tormeenian in the middle and it may require 
some wiggling up to get close to him. Move left/right and hit up if 
you're not really in his booth yet. TALK TORMEENIAN and when you get a 
prompt to type the item, say PURPLE STONE(5) and you'll get a clearance 
card.

W. W. Go left of the blobbies and ORDER FIERY FROST. Go around to the 
right edge of the bar and GET FIERY FROST. Go left of them again and 
ORDER TORMEENIAN SPECIAL. GET TORMEENIAN SPECIAL. E. S. W. N. PUSH 
THREE. S. E. N. Avoid the blobby unless you just saved and want some 
humor value, then TALK VORAKIAN(the one on the chair, when you're 
close.) He'll give you information you need for the clearance code--not 
something you can write down but an actual flag in the game itself. PUSH 
ONE. E. E. N. W. Catch up to the Tormeenian pacing around and GIVE 
TORMEENIAN SPECIAL TO ALIEN(5). The syntax here is a bit iffy(I kept 
offering it to TORMEENIAN--but with no Vorakian around I guess the 
aliens don't need to be specifically defined) so be ready with this 
exact phrase. You get a Ukey spanner for your efforts.

E. S. W. W. N. PUSH TWELVE. PUSH GREEN BUTTON. W. Now switch game 
settings to fastest and after a while the aliens will go away leaving a 
time machine. Just waiting gets you (6) points as they start chatting.

E. N. PUSH TEN. E. N. (wait a while, listen to conversation--this tells 
you two pieces of technical equipment needed for floor eleven) (5)

S. W. N. PUSH SEVEN. W. N. W. Walk up to the Tormeenian on the right and 
GIVE UKEY SPANNER TORMEENIAN(5) to get a Mkey Wrench, mmkay?

E. S. E. N. PUSH ELEVEN. E. N. W. HELP TORMEENIAN. At the prompt type 
"Promak Deviation Test"(not case sensitive) which gets you no points but 
GIVE FLOWER TORMEENIAN(15) does.

Walk over to the Vorakian. HELP VORAKIAN. The response here is 
"frazilator"(10) and now you're all alone! Stand where the Vorakian was 
and THROW FIERY FROST IN HATCH(5). [Note: You can throw the MKEY WRENCH 
in the hatch first and then detour to level 12 and get another Fiery 
Frost. But somehow you hold onto your wrench when you open up a space 
vacuum. Go figure.) But don't throw the other item in the 
hatch...there's still work to do!

E. S. W. N. PUSH SIX. W. N. To figure what's going on, type help 
tormeenian. examine dna decoder. examine scanning surface. ATTACH HAIR 
SCANNING SURFACE(10). S. E. N.

**Detour time**

PUSH TWELVE. FLIP SWITCH. PUSH GREEN. Move close to pole and USE ROPE ON 
POLE. Slow the game options down. PUSH RED BUTTON(10). The time machine 
floats to space along with a few thingamabobs you don't need any more. 
PUSH GREEN BUTTON, quickly, or you'll suffocate. E. N.

(get another fiery frost if you need to)

**End detour**

PUSH ELEVEN. E. N. W. THROW FIERY FROST(or MKEY WRENCH) IN HATCH(5 + 
10). E. You'll be captured.

CLEAN WALLS(+25) in your cell. Wait around. The conclusion is rather 
long. (+25) You win, sort of, well you survived at any rate!

501 out of 511 ain't bad!

  6. MOST CHALLENGING THINGS

  The tentacled beast is the MOST CHALLENGING thing to get past. I've 
tried to describe the progress but found it's really trial-and-error and 
noticing that 6-9-8 with the number pad is the best way to do it, and 
you need to start near the bottom.

  7. HOW TO GET POINTS(AND LOSE THEM)

  You probably get a total of 511 points in this game although I've only 
found 501. The score rolls over at 256 and thus although most everything 
gives +5x points, there's one thing that gives six.

Early basics
----------------
 +5 Get hair(any time)
 +5 Get mould(in path by bushes)
 +5 Get flower(on ledge)
 +5 Get grey code card(by crashed ship in clearing)
+10 Eat mould(anywhere)--now you can breathe underwater.

Fishing puzzle
----------------
 +5 Get fruit(on tree you can climb)
 +5 Eat fruit(nets you the worm)
 +5 Get nail(020)
 +5 Bend nail into hook(090)
 +5 Get fishing line(underwater swamp tree hole)
 +5 Get jar(underwater swamp tree hole)
 +5 Fill the jar with water(anywhere, best just after you get it)
+10 Get jar cover(southeast below-swamp area, search in hole)
 +5 Attach hook to fishing line(090)
 +5 Bait hook with worm(090)
+10 catch fish(easy edge of swamp)
 +5 Put fish in jar(right after you catch it, east edge of swamp)
    ** EXACT LANGUAGE NEEDED HERE: it's TERROR FISH and not fish
 +5 Put cover on jar(090)

Restricted areas underwater
----------------
  Right of terror fish:
 +5 Get baggie(south of below ship)
+10 Get puffy fish(through cavern terror fish guarded)
+10 Put fish in baggie(before reentering water)
+10 Get piece of metal(cave right of terror fish)

  Small cave in north wall: 
+20 Let go Puffy Fish(first room)
+10 Get tentacle(after letting puffy fish go: *NOT NECESSARY TO WIN)
 +5 Examine oracle(once screen inverts)
 +5 Touch oracle(when you first see it)
+15 Use fruit(to get rid of shark)
+10 Get alien paper(once shark's dispatched)
+10 Get green code card(169)

Bone for stone
----------------
 +5 Get bone(once past tentacles in the tight squeeze)
 +5 Get purple stone(in cave: GET STONE WITH BONE, not just GET STONE)

In the ship, part 1
----------------
 +5 Get gun(by elevator area/above)
 +5 Get turbo rod(against NE wall of pod room)
+15 Flip the switch to get the rod to work(hatch chamber)
+10 Put turbo rod in compartment(hatch chamber)
+10 Get extendo rope(after ship starts)
+10 Get magnet(after ship starts)
 +5 Get helmet(elevator area/below)
 +5 Get suit(elevator area/below)
+10 Helmet + outfit = pressure suit(elevator area)

Maze area and beyond including underwater city
----------------
+10 Attach magnet to extendo rope(any time)
+20 Get clearance module(inside sunken craft)
+10 Get mask(final room in hallway)
+10 Get suit(final room in hallway)

Beamed up from the sunken ship
----------------
 +5 Trade tormeenian special for ukey spanner(level 1)

 +5 Talk to Vorakian after listening to the aliens(level 3)

 +5 Listen to aliens(level 4 bar)
 +5 Trade purple stone for clearance card(level 4 bar)

+10 Attach hair on scanning surface(level 6, NE machine)

 +5 Trade ukey spanner to nice Tormeenian for mkey wrench(level 7)

 +5 Listen in on aliens(level 10 past security clearance)

+10 Talk to Tormeenian(level 11 by bomb)
+15 Give flower to Tormeenian(level 11 by bomb)
 +5 Drop mkey wrench in hatch(level 11 by bomb)
 +5 Drop fiery frost in hatch(level 11 by bomb)
+10 (once both are dropped in)

+10 Launch ship without getting sucked into space(in docking bay, level 
12)
 +6 Listen to Tormeenians(in docking bay, level 12)

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

+25 Use alien outfit to clean cell
+25 Wait around after that, win game

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

  LOSING POINTS

  These kill the game unless otherwise noted.

 -5 Trade spanner to wrong Tormeenian
 -5 Break bone trying to pry open shuttle door
-15 Pull switch up in room 210(reversible)

  Note you can also stick yourself in a no win situation by launching 
the experimental ship without having gotten the purple stone.

  8. WAYS TO DIE, AND BUGS

  Roger finds some entertaining ways to die, he really does. I'll try to 
list the less pedestrian ones first--and partially. This guide will be 
revamped.

--DRINK FIERY FROST. Cool.
--EAT FRUIT
--PUSH RED BUTTON in bay and then don't PUSH GREEN BUTTON in time while 
you've used the rope, or just don't use the rope at all.
--not turning back from secure areas while on the ship in orbit
--leaving your craft without the pressure suit
--run into the blobby in the level 3 lobby.
--forget to clean off graffiti.
--USE GREY CODE CARD and stand on platform without remembering to REMOVE 
MASK first
--CLAMS attack you in the south underwater lake
--EELS attack you in the SW underwater lake
--getting sucked in by the gelatinous blob south of the terror fish is 
cool
--try to run past tentacles without puffy fish
--forget to put puffy fish in bag
--descend to floor west of tiny toothed terror fish
--running into the tiny toothed terror fish
--go south to a place with unlimited water and wait
--go north past the plant on the ship's left edge
--leave the mountain cave without typing CLIMB MOUNTAIN
--that **** octopus thing guarding the bone

  9. DID YOU NOTICE...?

  TALK CRAFT south of where you started(hey, the wildlife aren't up to 
much) and it will tell you if you have the items you need for certain 
quests.
  POP CLAWS in the jail cell for a deluxe Roger!
  EXAMINE WALLS at various positions from left to right when in the 
cells. The graffiti is amusing.

I also think there's a bug where you can REMOVE MASK in clear sight

Submit your codes!
Having Space Quest the Lost Chapter codes we dont have yet?
Submit them through our form

Visit CheatBook for Space Quest - the Lost Chapter Cheats, Tips or Hints!
Visit Cheatinfo for Space Quest the Lost Chapter Cheat Codes or FAQs!

SpotlightNEW Version CheatsBook DataBase 2009      PC Games, Computer Games, Video Games, playstation, xbox 360, FAQs, Walkthrough,
 hints, inside, cheatbook, new version, solution, Secrets, Unlockables, Easter Eggs, Cheats

All Cheats inside from the first CHEATBOOK January 1998 until today

PC Games, Games, PC Game Cheats, Video Games cheat codes, cheat, FAQs, Walkthrough  

CheatBook DataBase 2009 is a freeware "cheat-code tracker" that makes hints Tricks and cheats (for PC, Walkthroughs, PSP, Sega, Wii, Playstation, Playstation 2, Playstation 3, Nintendo 64, DVD, Gameboy Advance, Gameboy Color, N-Gage, Nintendo DS, XBox, XBox 360, Gamecube, Dreamcast, Super Nintendo) easily accessible from one central location.

More Infos


© 2001-2009 Cheatchannel.com | Privacy | Message Boards