Space Quest 6 Cheat Codes





POLYSORBATE LX

The transporter on Deepship 86 left me stuck in the asphalt on Polysorbate! How do I get out?
That tough guy standing by the fire certainly won't help you! See that robot that keeps passing by you that looks somewhat humanoid? You'll need to use him to get out. When he passes close to where you're stuck, grab onto him, and he'll pull you out.

I'm apparently on shore leave here, but I have virtually no money! How do I get more?
You're goal here is to get into the Dew Beam Inn, but you'll need 300 buckazoids to do this. You need to get it from the BZ Arcade by playing a guy named Djurkwhad at Stooge Fighter III and winning.

I can't seem to get into the elevator at the Dew Beam Inn.
Did you hear the manager? He said that only customers who pay can go up, putz! You'll need to get 300 buckazoids and give them to him before he'll let you up.

What do I do at the Orion's Belt Bar?
See the hint about killing the endodroid to find out what to do here. Before you do anything, though, remember to talk to Blaine Rohmer until he tells you about the endodroid (see the hint about wandering around Polysorbate).

What do I do at Boot Liquor?
If you've already met Elmo Pug on the streets and talked with him, ask Pa Conshohocken about buying a bottle of his Coldsorian Brandy, then pay him for it (if you have enough money). If you haven't talked with Elmo, see the hint about not being able to beat Djurkwhad. While you're here, try touching the familiar-looking extraterrestrial's finger five times, and he'll let off a big fart and give you points.

What's to be done at Implants 'N Stuff?
The salesman, Fester Blatz, is an old friend of Roger's; he appeared in Space Quest III as the proprietor of a tourist trap called World O' Wonders, located on planet Phleebhut. You actually can't do anything at his store right now, but you'll need to come back later on in the game to get something important from him. If you want to, feel free to look around at the weird items, like the slimy brains in his display case.

What do I need to do at the BZ Arcade?
Talk to Djurkwhad, the big gray guy with the tentacles on his head, and tell him you want to play Stooge Fighter III against him. You'll play against him.

I can't seem to beat Djurkwhad at this game! How do I do it?
You'll need, and I mean NEED, a secret code for this game. If you've played Space Quest III, you'll probably remember Elmo Pug, the nerdy teenage president of Scumsoft software. He now takes up residence on this planet, and is a nerdy drunken bum. After playing Djurkwhad at least once at Stooge Fighter III, walk around the streets until you see Elmo (he's a bumbling wino with thick glasses), and talk to him (don't worry, he's a lot nicer now, and he'll tell you why he's no longer at Scumsoft). He'll offer to give you a Stooge Fighter III cheat sheet, but only if you buy him a bottle of Coldsorian Brandy, his favorite liquor. Go to Boot Liquor and ask Pa Conshohocken about a bottle of Coldsorian Brandy. Pay him (if you have 20 buckazoids; if not, see the next hint), then find Elmo and give him the bottle. He'll give you the cheat sheet and a neat-looking dead fish he found in the bottle. Look at the cheat sheet in inventory and read what it says, then go back to the arcade, tell Djurkwhad you want to play him again, then follow the instructions from the sheet to beat him and get 300 buckazoids!!

I don't have enough money to buy Elmo a bottle of Coldsorian Brandy at Boot Liquor!
Before you can buy Elmo a bottle, you need to acquire 50 buckazoids from Blaine Rohmer (see the hint about wandering around Polysorbate).

I'm wandering around Polysorbate looking for something to do.
To start you out, make a fake security ID card, and walk around showing it to people until you see Blaine Rohmer, a tough-looking guy in a green trench coat, walking around the streets. Talk to him until he asks you to help him capture his endodroid, and gives you his datacorder.

How do I make a fake ID card?
There's only one item that you can pick up on the streets. In the screen where you beamed down to Polysorbate LX, there's an old, broken bicycle. There's a security ID card stuck in one of the wheels. Take it, then walk around the streets until you find the screen with the photo booth. Insert the few buckazoids in your inventory into the photo booth's slot, and Roger will go in and get some pretty lousy pictures taken of himself. In inventory, use the strip of photos of Roger on the ID card to stick one of them on it. Now you've got a phony ID!

Where can I find the endodroid?
Rohmer should have told you that he hasn't looked in the bar yet. Try there. Go all the way to the right side of the bar, and click the datacorder on yourself to get a closeup of it. Press the power button, and make sure that the datacorder is set to Droidium. All three lights on the left side of the datacorder should be lit up. That means that the endodroid is behind the metal door on the right wall.

I can't get through the door on the right side of the bar!
It's locked. You're macho enough to get it open without a key, though. Keep clicking the walk icon on the door until you've kicked it open. Go down to the basement through it to find the endodroid.

I've found the endodroid; now how do I take care of him and get him to Rohmer?
You must freeze him in liquid nitrogen, then break him up and transport him that way. You want me to be more specific, eh? Okay, but get ready for one of the longest answers you've ever seen. Before you leave the bar's basement, take the piece of lead pipe lying by the stairs. Go up the lift to the second floor of the bar, and show your fake security ID card to the three druggies smoking liquid nitrogen at the far table. They'll leave immediately to take care of their "double-parked skimmers". Detach the rubber hookah hoses from the nitrogen canister on the table, and in inventory, click the hand on them to make them into one long hose. Click the hand on the liquid nitrogen canister to make Roger hold it, then attach it to the open conduit to the right of the table. Go downstairs and show the bartender your fake ID. He'll offer to mix you a few drinks, including a security "special". Choose the special; this one takes him a few minutes to mix, and will give you enough time to do what you have to here. When the bartender starts using the mixing machine, go behind the bar and try twisting the valves on the conduits by the freezer (the conduit with no water flowing through it should be the third from the left). After you have opened the valve on the third conduit from the left, click the hand on the portion of pipe below the valve to pull it loose from the rest of the conduit. Attach the long rubber hose you made upstairs to the farthest left conduit (the one to the left of the light), then pick the other end up off the floor and attach it to the section of conduit you pulled loose (this section leads down into the basement). Before going back upstairs, open the freezer and take the ice cube tray on the upper shelf. If, at any time, you don't do this sequence fast enough, and the bartender discovers you behind the bar, just show him your fake ID again and ask for another special; the guy is pretty gullible. After attaching everything properly and getting the ice cube tray, go up to the second floor again, and turn the valve at the top of the liquid nitrogen canister. This will cause the nitrogen to flow downstairs, through the hose, and into the basement. From the moment you hit the valve on the top of the canister, you must do everything quickly, or else the endodroid will thaw and kill you. Be sure to be quick! After you've turned on the canister, go down to the basement; the endodroid will be standing there, frozen. Frosta la keister, baby! Quickly hit him with the piece of lead pipe you got earlier from the floor here to break him up into cubes. Then use your whisk broom and dustpan to sweep the cubes up into the dustpan. Go into inventory, and use the dustpan on the ice cube tray to dump the cubes into the tray, then go outside the bar, and you'll see Blaine waiting for you. Give him the full ice cube tray to collect 50 buckazoids. Whew!!

The money Blaine gave me isn't enough to get into the hotel.
You're absolutely right; it costs 300 buckazoids to get into the hotel! You'll need to get more money. As a start, go into the BZ Arcade, and talk to Djurkwhad, the big gray guy, then choose to play him at Stooge Fighter III. See the hint about not being able to beat him if you're having trouble. You'll need to use 20 of the 50 buckazoids Blaine gave you to buy Elmo a bottle of Coldsorian Brandy.

I've just collected 300 buckazoids from Djurkwhad at the arcade. What next?
It's time to get in the hotel. Go into the Dew Beam Inn, and pay the manager. He'll give you your room's keycard. Get in the elevator and go upstairs, then use the keycard on the slot by your room's door.

I don't know which room is mine!
Take a look at the keycard the manager gave you; it has your room number:1220J.

Two thugs kidnapped me, and now I'm stuck in this creep Singent's room. How do I get out of these cuffs?
Click the hand on the keyring hanging on the nail to your right to knock the keyring onto the floor with your feet. Then click the hand on the empty nail to knock it onto the floor. Get the nail, and use it on the handcuffs to pick their lock. You're free!

How do I get past Singent Flembukit?
See that thing on the back of his head? It's called a modulating unit. Maybe you can fry it out, and it would kill him. There's a wall hanging (actually a rug) on the right side of the room of Pelvis Brelsford, the counterpart of Elvis. Click the hand on it to unhook it on one side, then click the hand on it again to unhook it on the other. Take it, then lay it out in the center of the room. Click the walk icon on it to build up a huge static charge in your body, then touch Singent's modulating unit to short it out and fry him. Search his body to get his keyring, then use the keyring to open the door to his room.

I can't get past the damping field and onto the balcony.
See that ugly brute by you? His name's Nigel Rancid, and you'll learn more about him later on. He has the DFM, or Damping Field Modulator in his possession. Search the box by his chair to get a Churlish moddie, or modulator, then give it or something like it to him, and you'll be able to get the DFM and turn off the damping field. Once you have Nigel's belt, look more closely at it, then take the Damping Field Modulator (the black and red device) out of it. Use the modulator on yourself to turn off the field.

What? I gave Nigel the Churlish moddie, and he killed me!
These moddies are powerful things. They are also known as modulators, and when a being inserts them into the modulating unit on his head, they cause him to act a certain way. The Churlish moddie makes Nigel rude and stupid, and that's why he kills you. He doesn't want any other moddie right now but the Churlish one, and giving that to him will get you killed. You need to disguise another moddie to look like the Churlish one. If you don't have it already, go back into Singent's room and take his Burlesque moddie off of the air conditioning unit. In inventory, click the hand on the Churlish moddie to peel off its loose label. Stick the Churlish label on the Burlesque moddie to cover the Burlesque label up and fool Nigel into thinking that it's the Churlish moddie. Now give Nigel the covered-up Burlesque moddie, and he'll undress (yecchhh!) and stumble idiotically out of the room. Take his belt that is left behind in the pile of his clothes.

I turned off the damping field, but I can't get out of this place, wherever it is!
It's the Spore Tower, a tall structure that you may have glimpsed earlier from the streets. You need to do something besides trying to leave. Ever heard of a homing beacon? They're installed in many escape pods; however, you don't have an escape pod. However, you do have the datacorder that Blaine Rohmer gave you, and using it, you can make a homing beacon. If you don't have it right in your possession, just go back into Singent's room and take it off his desk. See the next hint for how to create the homing beacon. When you've assembled the homing beacon, stand on the balcony, click the datacorder on yourself, and press the power button on it to turn on the beacon, and be rescued by your friend, Stellar Santiago. As you beam out, Nigel will toss you your fish.

I don't know how to make a homing beacon with the datacorder.
Go into Singent's room and keep searching his CD rack until you find the Popular Tecktronics (or Janitronics) CD-ROM. Insert it into his computer to get a screen with article choices, then choose the article for converting datacorders into homing beacons; it's actually the only one you can choose, since Singent clipped out the rest of the articles (notice the holes in the CD-ROM in inventory). It will only give you a clue that the instructions are in next month's issue. Open up the Popular Janitronics Magazine that came with your game, and look for the article on converting datacorders to homing beacons. Use the clues that you're provided with to solve the puzzle of where everything goes, then click the datacorder on yourself to bring up a closeup of it, then press the long button on the right marked "Open" and "Close" to open up the datacorder's compartment. Move everything over to where it goes, then press the button again to close the compartment. To make sure the beacon works, press the power button. If Roger notes that the datacorder is not transmitting, but the beacon is working, you're in the wrong place. Stand on the balcony of the tower and turn the beacon on to be rescued.

Deepship 86 (First Time)

Stellar told me to follow her to Sickbay. How do I get there?
See that weird control panel looking thing in the transporter room on the wall by the transporter pad? That's called a ComPost, and every room in Deepship 86 has one; it's a very important system. Click the hand on the ComPost to get a closeup of it, then press "Intraship Transport" and go down the list until you see "Sickbay", then click it. You'll need to use the same general procedure every time you want to go somewhere on the ship.

I just arrived in Sickbay. What now?
Stellar told you to try analyzing Nigel's hair, right? So do it!! In inventory, press the button on Nigel's PGA, or Personal Grooming Assistant, to clean the hair off of it. Click the hand on the DNA analyzer on the left side of the center table, and use the hair to make a DNA data cartridge.

I tried to use the DNA analyzer, but Jebba the Hop wouldn't let me!
He's a real authoritarian, and he doesn't let anybody but authorized personnel use the DNA analyzer. Well, most of the time. After Jebba has told you that he can't let you use the analyzer, talk to him, and Roger will convince him to let him use the analyzer.

How do I use the DNA analyzer now that I've convinced Jebba to let me use it?
Click the hand on the analyzer to get a closeup of it. Put the yucky pile of Nigel's hair from his PGA on the analyzer platform, then press the "Scan" button to scan the hair. After the hair has been scanned, press the "Imprint" button to produce a DNA data cartridge, then take the cartridge.

I got a cartridge from the DNA analyzer. What next?
You have to read the contents of the cartridge somewhere. Have you looked at the ComPost? There's a slot on the right side of it. Put the cartridge into it to get a readout.

What do I do once Commander Kielbasa has made his announcement and Stellar has talked with me?
Use the ComPost to go to your room, then use the communications feature on the ComPost in your room to receive your assignment from Commander Kielbasa.

I've received my assignment from the commander, so what now?
You're not working on the ship; you're working on Delta Burksilon V, the asteroid you just docked at. Use the ComPost to go to the Transporter Room, then stand on the transporter pad and speak to the droid behind the panel.

Delta Burksilon V (First Time)

The commander told me to go to Sharpei's room.
........well? GO THERE!!!!!!!!!!!!!! Go into the elevator, then look at the control panel and press the "Quarters" button. Once the lift has reached the quarters level, go through the door to the right.

Sharpei told me to clean the floor. How do I clean it?
She informed you that you need to use the mop and bucket to clean the floor; try listening. Click the hand on the mop head to clean.

Sharpei told me to jiggle the handle on the toilet. How?
See that small part of the toilet that's visible through the bathroom door? Click the hand on it to jiggle the handle.

Sharpei told me to get her medication. Where do I get it?
You'll have to go to the Space Pharmacy, but first, ask her what her medication is....just fooling! Click the hand on the medicine cabinet, which is behind the mirror in the bathroom.

Sharpei made some gas fill the room, and it killed me!
You'll need to be quick here. Take the Crap-O-Matic adjustable piston from under Sharpei's bed, and use it on the door. Its override feature will hold the door open so you can escape.

Deepship 86 (Second Time)

I have nothing to say at Stellar's funeral!
But you do! Look in inventory to find a eulogy that Roger wrote at the last minute. Click it on yourself to read it.

What number can I punch into the Holodeck's control panel after the funeral is over?
Enter the number for information (555-1212) and watch as Ptooie the Vulgar demonstrates the nonviolent combat technique of his people, the Vulgar Nerve Pinch.

I have absolutely nothing to do after the funeral.
Go to your room, and use the communications feature on your ComPost to receive a message from Stellar (yes, Stellar!). After this, go to the Bridge via the ComPost, and talk to Commander Kielbasa.

Stellar's alive, but the commander won't turn the ship around to get her!
You'll have to use a shuttle then, won't you? Use the ComPost to go to the Shuttle Bay Entrance.

How do I get past those two guards at the Shuttle Bay Entrance?
I hope that you learned the Vulgar Nerve Pinch from Ptooie at the Holocabana. If not, see the hint above about what number to punch into the control panel. Once you know how to do the Vulgar Nerve Pinch, perform it on Chesbro, the man-sized guard.

I'm in the Brig for an act of violence on a crew member. What now?
Wait until Dorff gets you some food from the Mr. Soylent, then brings it into the cell. Take all of the food off of the cart. You'll need to use it to escape the cell. See the following hint for more information.

How do I use the food to get out of the cell?
You're very fortunate that Dorff is wearing his thick glasses. You can make a dummy out of the food to fool Dorff. After you've taken all the food off of the cart, go into inventory. In this order, attach the Yoda's ears (feet) to the kebabs (legs) to the rack of orat (body) to the baguettes (arms) to the tubers (hands) to the watermelon (head) to the gragh (hair). Once the dummy is complete, wait until Dorff has entered the Brig and isn't watching you, then place the dummy on the bed and climb into the cart to escape from the cell. Go back to the Shuttle Bay Entrance once you have escaped.

I just escaped from the Brig, and I'm at the entrance to the Shuttle Bay again. What now?
Performing the Vulgar Nerve Pinch on Chesbro a second time won't help. You need to get rid of Magnum Opus so he doesn't knock you out again. Have you noticed what a craving for donuts Opus has? That'll be his undoing. You should have picked up a donut from the food cart in the Brig. Drug it with Morphin, then put it on Opus' plate, and he'll be taken care of. Once this is done, perform the Nerve Pinch on Chesbro again to clear the way to the door.

How do I drug the donut from the Brig?
You'll need the syringe of Morphin from Sickbay. Go to Sickbay. Have you noticed the metal cabinet on the right side of the medical table? Open it when the doctor's back is turned to get the syringe. Use the syringe on the donut in inventory to drug it.

I can't seem to get through the Shuttle Bay door!
Roger has an android pal named Circuit Sydney, which you probably didn't know. Sydney has what you need to enter the Shuttle Bay. Go to the 8-Rear cafeteria and talk with Sydney (he's sitting closest to the ComPost) until he gives you his right arm. Go back to the entrance, and use the right arm to extend Roger's reach so that he can press the buttons on both sides of the door.

Which shuttle is the one I need?
You got Chesbro's keys when you knocked him out a second time. On his keyring, there's the device that activates his shuttle alarm. Click it on yourself, and the lights of his shuttle will blink; his shuttle is the second from the top in the right row. Unlock the shuttle with the key, then enter.

Shuttle Questions

What do I do the first time I enter the shuttle?
You'll need to get the shuttle running; Chesbro hasn't used it in a while. Start by clicking the hand on the pilot's seat to sit down at the cockpit, then pressing the "Power" button. Use the "Initiation" button when you're ready to take off.

I can't blast out of the Shuttle Bay!
The intermix of the shuttle isn't set correctly, that's why. Press the "ICD" button to get the Intermix Display, then set Fuel Tank 1 at Lanthanum, Fuel Tank 2 at Sulfur, Fuel Tank 3 at Silver, the Catalyst at Neon, and the Confirmation Code at Lasagne. Once you're done, press the "Initiation" button.

The PTS performed a retinal scan which I didn't pass!
Duhhh! It's not scanning for your retina, Einstein! Your friend Circuit Sydney will save you again here. Go to 8-Rear and talk to Sydney again until he gives you his inorganic eyeball. Go back to the shuttle and press "Initiation" again, then select Sydney's eyeball from inventory. When the retinal scan starts, click the eyeball on the PTS's lens to fool it (Sydney's retina can pass for anybody's!).

I'm just hanging in hyperspace after running through an Anti-Anomaly, and I can't get the shuttle to fly. What do you want me to do about it?
I want you to get some advice, that's what! Press the "Override" button, which is the lowest one on Roger's side, to bring up your holographic co-pilot, Manuel Auxveride. Talk to him, and he'll tell you what your problems are. You'll also need him to fly you back to Delta Burksilon V, since the Nav computer is busted.

The shuttle's Divalium crystal is broken. How do I repair it?
You know where the crystal is, correct? It's in the hatch on the starboard side of the shuttle that has the two handles on it. Open it, and take a gander at the crystal. Only a chip is missing from it. You might just have that missing chip. Think about where your datacorder gets its power from. That's right, it's got a small Divalium crystal in it. Open the datacorder's compartment, then take out the piece of crystal, which is in a holder below the components. Stick the small crystal to the big one to repair the big crystal.

How do I attach the small crystal to the large one?
You can't just put it on. You must stick it on. For this job, you'll have to use the bottle of Elmo's Gluz-All, which is in the glove compartment. Pour some glue on both the large crystal and the small crystal, then stick the small one on the large one.

I've repaired the Divalium crystal, but the shuttle still won't fly!
If you talk to Manuel Auxveride, you'll know why. The shuttle needs a jump-start. You'll have to go out into space and give it one.

Every time I go out into space, I die.
Of course you die, you moron! What the hell do you think happens when you walk into a pure vacuum with absolutely no protection? Before you leave the shuttle, open the closet on the right side, and take the space suit and helmet out of it. Put them both on, then exit.

How do I give the shuttle a jump-start?
You can't do it yourself, of course. You'll need the help of a friend. Open the shuttle's trunk with the "Trunk" lever, then the hood with the "Hood" lever. Go outside and take both the "Help" sign and the jumper cables from the trunk, then use the sign on the shuttle's top "fin", and help will come. Once Wriggley arrives, give her the jumper cables, and when she tells you to, connect them to the proper places in the shuttle's hood, and you'll be jump-started.

Where do the ends of the cables go in the hood?
If you bothered to poke around in the shuttle, you would have found a shuttle recall notice in a pocket behind the pilot's seat. The notice tells you which poles are for which cables.

The shuttle is now running again, but I can't go to Delta Burksilon because the Nav computer is broken.
That's right, and it's going to stay broken the entire game. You need to fly a different way. If you haven't already, press the "Override" button to bring up Manuel Auxveride, your holographic assistant. Tell him to fly the shuttle to Delta Burksilon V.

Even though the shuttle is running, it won't go anywhere.
Something is blocking up one of its piston engines. Remember how when you left Deepship, the Stormpoopers came into the Shuttle Bay and tossed your fish onto the shuttle? That's what is blocking the engine. Go outside and get the fish out of the port-side engine.

How do I get back to Polysorbate LX?
Manny can fly you there, although he needs some help in order to find it. You'll have to use the PTS, or Photo Triangulation System to find Polysorbate. Press the "PTS" button twice to take the PTS's last two photos. In inventory, peel the negatives off of the positives. Put the positive of the second photo on the PTS screen (the small one to the left of the main screen), then overlay the negative of the first photo onto it. After this is completed, and the shuttle has a record of Polysorbate's location, tell Manny to fly to Polysorbate to get what you need.

Delta Burksilon V (Second Time)

What do I do once I reach Delta Burksilon in the shuttle?
Leave the shuttle and go down to Lab A via the lift, and talk with Dr. Beleauxs.

Dr. Beleauxs denies the fact that Stellar is alive. How do I "expose" him.
You'll need to show him proof that you know what he and Sharpei are doing, and then he'll be glad to help you rescue Stellar. Remember what Stellar told you earlier about cyberspace? She didn't mention it for nothing. You'll need to enter cyberspace via the Doc's computer. Click the hand on the computer, then select the cyberfunctions option.

I entered "cyberfunctions" on the doctor's computer, but I don't have a cyberspace jack to insert into the computer!
Somebody whom you may have met earlier in the game carries cyberspace jacks. It's your friend Fester Blatz, former proprietor of World O' Wonders in SQ3. His establishment, Implants N' Stuff, is located on Polysorbate LX, where you started the game. You'll have to go back and get one from him. Since you don't have even close to enough money for the jack, you'll need to trade something for it. Before you leave Delta Burksilon to go back to Polysorbate, look in the box labeled "Hi-Tek Stuff that's near the doctor's computer, and take the moddie labeled "Callahan" out of it. Go back to Polysorbate and tell Manny to beam you down; he'll give you a signaller to beam up again. Go into Fester's place and give him the Callahan moddie, and he'll give you the cyberspace jack. Go to where you beamed down, then click the signaller on yourself to beam aboard the shuttle. Tell Manny to fly back to Delta Burksilon, then go to Lab A and use the cyberspace jack on the computer when prompted.

Cyberspace

I can't find my way on the Information Superhighway!
Always walk in the direction that Roger is facing when he enters a new section of highway, and you'll make it to the bungalow office.

I'm in the Windows-like office of the Superhighway. What do I need to do?
You want to get into the file room. Talk to Sis Inny, the receptionist. She'll tell you to take a number. Take one from the stack of number cards to the right.

My number is 3, and Sis Inny already called it. Help me!
Have you tried clicking the hand on the number board? It opens up, exposing some gears. If you could just manipulate the gears with something, you could set the number board back a number. If you didn't get it already, go outside and grab the screwdriver, which is lying on the ground. Go inside, open the number board, and use the screwdriver on the gears to change the number. Give the number card to Sis Inny once you have done this.

Which files do I need from the file room?
Remember how earlier in the game, you couldn't get Nigel's DNA pattern because it was locked? Now's your chance to find out about him. Find the file labeled "Rancid, Nigel", and read it. You'll find out all about Nigel, as well as get cross-references to other files. In the end, you should have Nigel's file, as well as Sharpei's, Stellar's, Dr. Beleauxs', and the one for "Project Immortality".

I can't reach some of the file drawers.
You'll need to pull out other loose file drawers in the same screen to form steps up to the drawer you want to look in.

Sis Inny wouldn't let me take the files out of the office!
She's not authorized to. You need to print out the files in the doctor's office (see the next hint).

What do I do once I have all five files in inventory?
Go back to the lobby and click the files on the printer icon to print them out in the real world, in Doctor Beleauxs' office. After you have printed all the files, go back to the entrance to cyberspace and return to the doctor's office. Take the print-outs of the files, which are sitting by the computer, and show them to the doctor to expose the plot.

Do I have to go all the way back the way I came?
You can, but it's a lot more work than the alternative. Take the board at the construction site, and use it on the gap in the Superhighway to make the distance much shorter.

Stellar Santiago's Body

What do I do once the shuttle has entered Stellar's body?
You need to exit the shuttle, dufus!

Every time I leave the shuttle, I die!
Once again, you need your space suit. Take it out of the closet and put it on. You should also take your helmet, although you won't need to wear it.

How do I kill the nanites in the stomach?
Sturdy little guys, aren't they? They're made of metal, which only an acid can melt. How about stomach acid; there's plenty around. You'll need to use the stomach acid to kill the nanites. See the next hint.

How do I use the stomach acid to drown the nanites?
Have you tried picking up an M&M and tossing it into one of the acid pools? Notice how the acid rises slightly when you do this. If something small raises the acid slightly, something big will raise it a lot! That something big is waiting just above you, in the esophagus. Be sure to take the pinfeather in the stomach, then go up into the esophagus, where a huge twinkoid is sitting. Tickle the wall of the esophagus with the feather, and Stellar will respond to the tickle by swallowing, jolting the twinkoid into the stomach and drowning the nanites.

How do I get up into the esophagus?
You need to be creative. Take both the celery string and the staple from the walls of the stomach, and combine them in inventory to make a grappling hook. Go up the wall of the stomach, stand by the ulcer hole where you entered, and toss the grappling hook to the esophagus, then climb it.

I've drowned the nanites, but I can't get back down into the stomach, since it's full of acid.
Go further up the esophagus to where it meets the trachea at the vocal cords. Knock the antihistamine pill out of the vocal cords and into the stomach; it will lower the acid level.

I can't get past the tapeworm at the entrance to the large intestine without it eating me!
The worm just thinks you're food, that's all. You'll have to drug him somehow so that he doesn't eat you anymore. You'll need to use the antihistamine pill in the stomach to do this. See the next hint for more information.

The pill is too heavy to carry to the tapeworm!
That is correct, sir! You'll need to dissolve the outer capsule of the pill using bile from the gallbladder and enzymes from the Islets of Langerhans in the pancreas. You'll need to mix the two substances in your spacesuit helmet, then pour all of the concoction onto the pill to dissolve the outer shell and reveal many tiny, timed-release pills. Take a handful of the small time pills, then go back to the tapeworm and feed them to him.

I don't know how to get bile from the gallbladder.
You incompetent fool, you! Haven't you ever done this before? Okay, maybe not, but the solution is not too tough to figure out. You'll need to use three items: the hand-operated pump from the shuttle's glove compartment, the roll of duct tape from the glove compartment, and some of Stellar's capillaries, which are hanging on the shuttle's piston engine. In inventory, use the duct tape on the capillaries to tape them together, then use the taped capillaries on the pump to make a pump and hose device. Use the pump and hose on the pool of bile, and Roger will pump some out of the pool and collect it in his spacesuit helmet.

When I left the gallbladder, the big gallstone by the entrance rolled out of its place and is now blocking up the tube to the gallbladder. Can I get back in now?
No, but you won't need to, anyway. However, pick up some of the small gallstones that fell into the bile duct when the big gallstone stopped rolling.

There's fat blocking the way to the pancreas. How do I get through it?
Does the word "angioplasty" mean anything to you? If you need to, go back and get the cluster of Stellar's alveoli, which is lying on the shuttle's hood. Put the alveoli into the small space between the fat layers, then click the mouth cursor on them to blow them up and displace the fat.

I'm in the Islets of Langerhans in the pancreas. What now?
You need some enzymes from here. Click the spacesuit helmet on one of the enzyme drips to collect some in your helmet.

I just drugged the tapeworm. What now?
Haven't you been wanting to go into the large intestine ever since you met the tapeworm? You won't be able to climb down the sheer wall, though; you'll need help from a friend. Guess who that is? It's the tapeworm himself! Not only did you cause him to not want to eat you, but you also made him more tame. Click the hand icon on him to ride him down the large intestine like a cowboy.

I've found Stellar's appendix. What do I need to do here?
Stellar eats some pretty weird things, doesn't she? Take a piece of red fingernail, a piece of silver filling, and a piece of broken paper clip, then go back to the tapeworm, ride him up to the small intestine, then go back to the shuttle and head to Stellar's brain and the final showdown.

The shuttle won't take off! Why not?
For one thing, you might not have inserted the subroutine disc that Dr. Beleauxs gave you into the subroutine card slot. Once you have done that and gotten a diagram of the Stellar's body and the nanite locations, try pressing the "Initiation" button. If that doesn't work, take a look at the next hint.

The subroutine disc is in the slot, but I still can't go to the brain!
Have you noticed that one of the shuttle's piston engines has been making a beeping noise, and a light on it is flashing? That means that it is out of fuel. That engine, by the way, is the one that uses silver. You'll need to get the piece of silver filling out of Stellar's appendix and use it on the engine to provide more fuel. Once you've done that, enter the shuttle, sit down, and press "Initiation".

Stellar Santiago's Brain

I can't get through the membrane to the brain!
You need to use the piece of red fingernail from Stellar's appendix to slice open the membrane and get down to the brain.

How do I cross the chasm in the brain?
Simple. Click the walk cursor on the left side of the chasm twice to jump across, then continue to click the walk cursor on the left side of the chasm until Roger hauls himself up.

I can't get past those Laurel and Hardy nanorobots without one zapping me!
You'll have to kill them, buddy. I hope you took some small gallstones from Stellar's bile duct, because that's what you need to use. Walk to the area in the "background", where Roger is north of the nanorobots slightly, then throw a gallstone at the one on the right (Hardy). Throw a stone at the one on the left (Laurel), then throw another stone at the one on the right. The two, thinking the other one did it, will fight and eliminate each other. Once they are dead, get on the lift for the mine shaft, ride it all the way down, then get off.

I can't get into Stellar's brain core because a bunch of rubble is blocking the way.
You sure don't have a bulldozer to clear it away, so you'll have to do this job some other way. Ride the lift up to Stellar's cough center (look at the signs), then poke the cough center with the piece of paper clip from the appendix. She'll cough, displacing some of the rubble so you can get through.

Sharpei is a big nanorobot in Stellar's brain core. How do I get rid of her before she gets rid of me?
Maybe a large quantity of electricity could short Sharpei out and destroy her. Look around. You see those nerve endings with sparks on them nearby? You need to use electricity from those. Use the piece of paper clip from the appendix on the nerve endings to form an electromagnet and short out Sharpei.

Sharpei's brain is still alive! How do I finish her off for good before she strangles me with her tentacles?
You'll need to give her brain food, literally! You still have that darn fish that Elmo first gave you. It's been sitting in your inventory so long that it's rancid. Give the fish to Sharpei, and she'll eagerly eat it. It will poison her and she'll drop dead. Roger will escape in the shuttle from the body with the doctor's help via a zit. Afterwards, Roger and Stellar will be standing together in Deepship 86 as it roars of into space to new endeavors. Congratulations, comrade, you've beaten The Spinal Frontier!




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