SPACE QUEST you're standing in the corridor in front of the janitor's closet. Go west through the door into the Data Archive. Examining the computer console shows that it consists of a screen, a keyboard, a cartridge slot, and a cartridge retrieval unit. A man that you recognize as a lab scientist stumbles into the room and collapses on the floor, the scientist tells you that the Sariens are after the Star Generator and that you'd better move out fast, with his dying breath, he looks at the wall full of data cartridges and utters "astral body." Taking the hint, you walk over to the keyboard and type in "astral body." The retrieval unit climbs the shelves and returns with the cartridge. Take the cartridge from the unit. Better hold on to the cartridge until you can find a safer terminal. So go west into the corridor and west again to the far wall of the hallway. Here is another fallen shipmate, search him and get his keycard. Just the thing for opening doors to secured areas of the ship. Go east and take the elevator down one level. Walk north through the blasted-out door into the Star Generator lab. Here your worst fears are realized. The Star Generator is gone! What's more, a look at the computer screen at the north end of the room shows that the automatic detonators have been set, and there's just minutes to go until the Arcada blows itself up. No wonder that dying scientist told you to get out fast! Exit the room to the south, go east and take the elevator down to the lower level of the Arcada. Walk east into the central control area of the ship. A look through the window reveals the empty docking bay. Just beneath the window is a control panel with two buttons on it. Press the button marked "open bay door" and watch the docking bay doors slide open. Now walk east to the elevator at the far end of this level. There's a security panel next to the elevator with a slot for a keycard. Now the elevator opens obediently. So ride it down to the flight prep room on the lowest level of the ship. The first thing you notice in the flight prep room is a closet with a button for each of its two doors. Push both buttons and take the gadget from the closet on the left and the flight suit from the closet on the right. It looks like there's a control panel in the front of the room, so walk around the barrier and have a look at it. There's a button on the panel marked "airlock." Press it and the door on the west side of the room slides open. Exit the room through the open airlock and walk out into the docking bay. There is a control console standing next to the airlock. Amid all the controls on the console, press the button marked "platform." a pod rises from the hole in the floor! Walk around the pod to the open door on its left side and get in. Once seated in the pod, buckle up the seat belt then have a look at the console. Push the button marked "power" and the console springs to life. The screen tells you to pull the throttle to initiate the launch sequence. Look at the panel again. Push the button labeled "autonav." The pod's navigation system is locked onto the planet Kerona, and the automatic landing sequence has started. You will then crash land get the survival kit and have a look inside. You findjack-knife and a can of dehydrated (?) water. Dehydrated water take a close look at the can. The label says that you can get a drink of water any time you need it by simply putting the nozzle in your mouth and drinking. It also says that the can is highly pressurized and that puncturing it can have catastrophic consequences. Before you leave the area, however, walk around to the front of the pod and have a look at it. Get a piece of reflective glass. You'll soon discover that the only directions that you can go without getting eaten or flattened by a meteor are east and southeast. So go southeast to the area described as the "southwest edge of a mesa." Exit the screen at the southeast corner. Exit the screen at the southeast corner. Notice the ramp on the west side of the screen. Walk up it and follow it until you exit the screen to the north. Then follow the trail around to the west. The spider droid will appear. Walk across the bridge to the large boulder. Position yourself behind the boulder and type in "push boulder" without hitting or . Wait until the spider droid is directly under the boulder. Now hit or . Let's see what else this mesa has to offer. Exit the screen to the west and follow the trail around several screens until you arrive at the broken arch at the mesa's far eastern edge. What's this all about? Well step between the two columns of the arch ride this elevator straight to the bottom. Once at the bottom of the shaft step off the platform and look around. That rock might prove useful, so take it. Follow the cavern to the west. Edge around the back of the grate You'll notice that the rock will just cover the hole on top of that steam vent. So put the rock there and shades of "open sesame!" Exit the screen to the northwest. Walk around the rocks and again exit the screen to the northwest. Hold that piece of reflective glass in the beams and put the heat on them. Now walk up the ramp and exit the screen to the east. Time your walk between the drops carefully and exit the screen to the east. Now take a look at the gadget that you took from the closet back on the Arcada. Notice that it's a dialect translator and that there's a dial on it. Turn the dial until the gadget glows and exit the screen to the east. But a piece of Orat's hide is just what this Alien is telling you that you'll have to bring him if you want his help in getting off this dustbin of a planet. so once you're transported back to the surface, follow the mesa trail back across the bridge and down the ramp. Exit the screen to the north. Orat's cave is in the cliff face on the east side of the screen. Okay, now Orat is coming straight for you, calmly look at Orat's razor sharp teeth and remember what you read about the water can and what would happen if it were punctured. So what have you got to lose except your life? Throw the water at Orat! There's a little piece of Orat still intact over in the eastern part of the cave. Take the Orat part. Now take your disgusting prize and return to the Alien's underground chamber the same way you got there before. Drop the Orat part before the Alien's image and proceed through the portal that now appears. Don't be in a hurry to jump on that skimmer. Instead, take a look at the panel on the back wall. Yes, it's a data cartridge reader! Insert the cartridge in the slot and read the story of the star generator. Make a note of the destruct code sequence number. Now hop on the skimmer, turn the key, and ride off. In the heart of the shimmering metropolis of Ulence Flats. Get off the skimmer and have a leisurely look around the immediate vicinity. In a short time one of the locals will approach you and offer to buy your skimmer for 30 buckazoids. Refuse this initial offer. The fellow will walk away angry, he really wants that skimmer and he'll be back. Just wait around a while and take in the scenery. Sure enough, after a few minutes have passed, your "customer" approaches you again. This time he offers to throw in a jetpack with the 30 buckazoids. That's a much more reasonable offer. So say yes. Visit that bar whose flashing sign has been tempting you ever since you arrived. Upon entering the bar a slot machine off to one side that seems to have rather dire consequences for losers, and, thankfully, an empty seat at the end of the bar. Slide onto the stool and order a drink, drink up, in fact, you'd better drink three. As you start to down the third, you overhear a conversation among your fellow drinkers. Make a careful note of the space sector that is mentioned. You decide to play that slot machine. As you've noticed, you can lose *everything* at this game, nevertheless, you're going to have to win $250 from this one-armed bandit if you want to get off this planet. The way to win at this game with a minimum of frustration is to save your game after every significant increase in your winnings. Once you have your $250, you can walk away from the machine a happy winner Now it's time to see if you can buy yourself some transportation off of this planet. Leave the bar and walk west. You'll find yourself in Tiny's Used Spaceship Lot. He will try to sell you on the two little ships in the foreground, however, a much more substantial looking ship is visible to the north. So exit the screen in that direction. Tiny will follow you. As your fork over your money, Tiny informs you that you'll need a droid to pilot this baby. No problem. Walk east and then east again. You'll find yourself conveniently in front of Droids-R-Us. Go inside. The droid you want is upstairs on the right. He's the one that the proprietor describes as a pilot. Pay the owner for the droid and return to your ship. Now you're almost off this miserable asteroid! Just climb up the ladder and get in. Your droid will move to his position under the ship. Look at the ship. There's a button on the panel marked "Load." Press it and your droid will automatically be lifted into the ship. When your droid asks, type in the sector that you overheard in the bar. Off you go into the purple yonder in your wonderful new ship! Your pilot droid has parked you a safe distance from the menacing Deltaur and he's not going to take the ship any closer. So it's time for some EVA action. Put on the jetpack that you acquired in Ulence Flats and exit the ship. Take a look around and steer yourself over to the door. Look at the door, then turn the handle. Move into the airlock. Once in the airlock, wait for the droid to appear and then move by him into the ship. In the "empty" room, notice that there is a trunk sitting in the middle of the room and that there is a vent high up on the west wall. Move to the right of the trunk and type "push trunk." Once the trunk is against the wall, open the trunk and put your jetpack inside it. Then close the trunk and stand on top of it. Open the vent with the jack-knife and enter. Once inside the airshaft, climb up the ladder to the next cross-shaft (climbing down will take you the same place, but it takes longer) then crawl east. Kick open the vent, then exit the screen to the east. Now you're in the laundry room. Walk over to the washing machine, open the door and get in the machine. When the Sarien enters the room, remain calm and ride out the rinse cycle. Open the door and emerge from the machine cleverly disguised as a Sarien, complete with helmet! Now you can move around the ship without attracting attention. Before you go, however, look in your uniform pocket and notice that you have a Sarien I.D. card. Exit the laundry room to the east. Walk over to the two elevators at the rear of the corridor. The elevator on the right is temporarily out of order, but don't worry about it. It will work when you need it. For now enter the elevator on the left and ride it upstairs. Exit the elevator and walk east. Here it is, the Star Generator! Note that it's protected by a guard and a force field, and that you can't get close enough to get a good look at its control panel. Exit the room to the west and then go west again. Take the elevator up. Go east and then east again. Now you're on an elevated walkway directly above the Star Generator. Go east and enter the ship's armory. Once in the armory, there are two gas grenades sitting in the corner. Walk up to the counter and show your i.d. card to the droid. When he leaves to get your weapon, move smartly around the counter and take one of the grenades. When the droid returns, take your pulseray and exit to the west. Back on the elevated walkway, stand directly over the Star Generator guard and throw the grenade. After the guard collapses, go back into the armory and get the second grenade. Go west from the elevated walkway and then west again. At this point you will stumble and lose your helmet. No, there's no way you can avoid it. The Sariens will shoot you on sight now, so be ready to fire your pulseray instantly upon entering each new screen and don't let a guard droid touch you! Head straight back to the Star Generator. Search the dead guard's body. Take the remote control and press the on/off button. Walk up the stairs leading to the Star Generator and look at the control panel. Punch in the destruct code that you learned from the data cartridge (in case you forgot, it's 6858) and then punch the "enter" key (the one on the control pad, not your computer!). Looks like things are really starting to get hot around here, so don't stand around. Exit to the west and take the first elevator down. The elevator on the right is now back in service so take it! When you get off the elevator move quickly to the waiting space ship and get in. Look at the ship. Press the launch button. spacequest is a trademark of sierra