Space Quest 6
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"Walkthrough" Guide for Space Quest 6
Game Name:Space Quest VI-Roger Wilco in the Spinal Frontier Type of game:Point-and-click adventure Creator:Sierra On-line Game Copyright:Sierra On-line, 1996 Game content age rating:13 and up (My opinion) "T"-13 and up(ESRB's opinion) Game Content indicators:Violence, gross deaths for Roger, Mild language, difficulty level, Visual Innards Type of guide:FAQ/Walkthrough Author:Chaz5000 E-Mail:Alvintex_99@yahoo.com Guide copyright:Chaz5000, 2001 Guide content age rating:10 and up Guide content indicators:Discussion of Violence, description of some of Roger's deaths, Mention of Innards Version Number:1.00 Date of Creation:September 10, 2001 Table of Contents: Chapter 1:Polysorbate LX Chapter 2:Hostage by Nigel Chapter 3:Deepship LXXVI Chapter 4:Planet-hopping Chapter 5:Sys Inny and other fun Chapter 6:Biology class Chapter 1:Polysorbate LX As a result of the events in the previous game, Roger Wilco has been busted back to Janitor Second Class and re-assigned to the Deepship 86. Due to the crews preformance in last week's episode,"A Stitch in Time Saves Gamma Nine"(Thank you, Thank you, Thank you, Thank you, Thank you, Thank you, Thank you, Thank you, Thank you, Thank you, Thank you, Thank you, Thank you, Thank you, Thank you, Thank you, Thank you, Thank you, Thank you, Thank you, Thank you, Thank you, Thank you, Thank you, Thank you, Thank you, Thank you, Thank you, Thank you, Thank you, Thank you, Thank you, Thank you, Thank you, Thank you, Thank you, and Thank you), the entire crew gets shore leave on the lovely Polysorbate LX(Sixty). However, something goes terribly wrong... Roger gets beamed up to his waist(Waste?) in pavement. To get out of this predicament, use your hand icon on the walking robot when he's close enough to grab. Now that you're standing, grab the ID card off of the bicycle. Roam the streets until you find a phot booth. "Pop a coin in the slot and ramble on in". After you leave the booth, you have a gorgeous set of photographs. Use these on the ID card and *POOF*, you've got a fake ID. Now walk through the streets, looking for a man in a trenchcoat. Strike up a conversation twice, and you'll get a handy DataCorder. Now go to the Orion's Belt bar. Walk over to the east side of the screen, and kick open the door. Once inside, grab the pipe and leave(Quickly, before you become Roger-Haggus). Go upstairs, and show your fake ID to the people at the westmost table. Grab the hoses they left behind, and use the hand icon in your inventory on the hoses. Grab the nitro tank and bring it over to the conduit on the wall(Turn up your monitor's brightness if you can't see it). Climb down the stairs, show the ID to the barkeep, and order the special. While the bartender is occupied, open the freezer and grab the icecube trays. While you're back here, pull on the conduit that doesn't spray you with water. Use the hose on the conduit just to the left of the bar and the one you just opened. Now race upstairs, turn on the Nitro, run back to the basement, and use the metal bar on the Endodroid. Use your dustpan on the cubes, and put those cubes in the icecube tray. Put the tray back in the freezer(You may need to order another "Special"), and take them out AGAIN. Talk to the EndoDroid runner right outside the bar. You get 50 buckazoids and you can keep the DataCorder. Go to the arcade, and play a game of "Stooge Fighter 3" against Djurkwhad. He seemed to beat you rather quickly. To remedy this, go to the screen that you beamed in at, and talk to Elmo Pug. Now enter Boot Liquor, and buy a bottle of Coldsordian Brandy. Go back to Elmo, give him the bottle, and look at the "Cheat Sheet" he gives you. Now re-enter the arcade, talk to Djurkwhad, and challenge him to a game of Stooge Fighter 3. Use the cheat code to beat him, and collect your buckazoids. Enter the hotel, buy a hotel room, and use the elevator. Once upstairs, use the keycard on your door, and get kidnapped! Chapter 2:Kidnapped by Nigel. When you awake, use your hand on the nail twice, and pick up the nail. Use it on your cuffs. Once you are free, grab the tapestry and lay it on the floor. Use the hand icon on it, and then use your built-up charge on your captor. Use your hand on the CD rack a few times, until you get a copy of Popular Janitronics. Use the CD on the computer, and read the articles. Now grab your DataCorder off the desk and the Moddie off the Humidifier. Use the keycard on the door and exit. Talk to your other captor, then go digging around through the boxes in the room. When you have the two Moddies, peel the label off of the Churlish Moddie and put it on the Burlesque Moddie. Give the new moddie to Nigel, who then exits the room, leaving his belt behind. Grab the PGA and Damping-field deactivator, and use the deactivator. Step out onto the ledge, and open your DataCorder. Reprogram it according to the copy protection that came with your game. Once you finish this, close the plate. Turn the power on, and you Stellar will rescue you! Chapter 3:Deepship LXXXVI When you're back in control of Roger, use your hand icon on the hair on the PGA. Use the hair on the DNA scanner, then talk to Jebba the Hop a couple times. You'll finally convince him, so use the Hair on the scanner AGAIN. Press the scan button, then the Imprint Datacart button. Take the Datacart, and use it on the ComPost. Remember the name-it comes in use later. Once back in your good 'ole quarters (What's so futuristic and wondeful about Shimmery Sheets!), use the hand icon on the ComPost, and read the message for you. Go to the transporter room, and beam down to Delta Burksilon. Talk to Kielbasa, then exit the room and press the "Quarters" button. Enter the room. Follow Sharpei's instructions until some gas starts to come in from the vent. Quickly grab the piston, and use it on the door. Stellar will beam in to save you, and is "Killed" in the process. You return to the ship. When you're in control, use the eulogy on yourself. After the groundskeeper(From New Orleans cemetery #3) buries Stellar, type the HoloCabana program #5551212 in the control panel(NOT the ComPost). Once you've learned the Vulgar Nerve Pinch, go back to your quarters. Click on the ComPost to see another new message. Go to the bridge and confront Kielbasa with your findings. He'll give you the day off, so make good use of it. Go to 8-rear, and talk to Circuit Sidney twice. Grab the body parts he leaves on the table, and go to sickbay. Open the cabinet on the east side of the island, and grab the bottle of Morphin. Go to the shuttle bay entrance, and use the Vulgar Nerve Pinch on the smaller of the two guards. You awake in the brig. Wait a few moments until Dorff shows up. After you get all the food, put them together in the following order:Shishkabobs with Yoda's Ears with the Rack of Orat with the pastries with the tubers with the melon with the pasta. Viola! A grammatically incorrect sentence and a duplicate of Roger. Put the replica on the bench, and wait until Dorff leaves. When Dorff returns, hide in the cart as soon as you can. Once you're free, go to the Shuttlebay again. Use the Morphin with the Donut, hide around the western corner, and put the 'special' donut on the guard's plate. After he eats it, use the nerve pinch on the runty guard. Search the guards for keys. Press the left button on the shuttlebay door, then use Sidney's arm to reach the right button. Use the keyring(After entering the shuttlebay)to unlock a shuttle AND figure out which one to nab. After entering the HamSter, grab the recall notice from the back of the seat. Now sit down in the captain's chair and press the "Power" button. Press the ICD button, then set the fuels to the following:Lanthanum, Sulfer, Silver, Neon. Press the "Initiation" button, and hold up Sidney's eye to the scanner. As you blast off, a Storm Pooper throws a fish into your engine. Chapter 4:Planet-hopping After being sucked into the Super-Double-Reverse-Anti-Anomaly, you discover that your ship has stalled out! Punch the flashing blue button to activate your Holographic Co-Pilot. Pull the two latches under the dash and open the glovebox. Grab the items inside, and stand up. Open the closet and grab Roger's suit and helmet. Put both on, and exit the ship. Grab the sign and jumper cables from the trunk, and put the sign on the fin of your ship. After a few moments, someone shows up. Read the recall notice, and use the information contained within to properly hook up the cables. After you get the engine going, grab the fish from the Nacelle and enter the ship. Open up the access panel next to the closet. Put some glue on the cracked crystal. Now open back up the DataCorder and grab the gem inside it. Put some glue on it, and stick it to the crystal. Close the panel, sit down, press the intiation button, and *POOF*, you're off for Delta Burksilon. Once you're at Delta Burksilon, leave your ship and go down to Lab A. Talk to Beleauxs, then use your hand icon on the box of Hi-Tek stuff. Take the Moddie and return to your ship. Sit down and press the power button. Press the big PTS button, then the small one on top of the dash. Take the photo, then press the small button again. Grab the second photo, and peel both apart in your inventory. Place the first positive and the second negative on the blue monitor. Press the initiation button and head back to Polysorbate. When you arrive, talk to your faithful companion to beam down and recieve a transport signaller. Once you arrive, head west to Implants-N'-Stuff, and talk to Fester Blatz(Yes, the very same one from SQ3!). Look at the "Brain-dead" sign next to him, and give him the Moddie. Return to the beamdown point with your Cyberspace Jack, and use the signaller. Once aboard, return to the cockpit and press the "Initiation" button. Return to Delta Burksilon, and go back to Lab A. Sit down at the computer and press the Cyberfunctions button. When prompted, insert the jack and you're surfin' the net! Chapter 5:Sys Inny and other fun Walk through the screens until you reach the office for the Information Superhighway. Grab the screwdriver and plank, and enter the building. Talk to Sys Inny and take a number. Now, will our intrepid hero Roger Wilco sit down and wait until his number is called(If it ever even is)? Of course not! Open the number display with your hand, then use the screwdriver on the inner workings. Talk to Sys Inny again, and enter the file room. Grab the following files:Rancid, Nigel;Beleauxs, Hayden; Sharpei; Santiago, Stellar; and Project Immortality. Leave the room, use the files on the printer, and exit the building. Use the plank on the broken bridge to make the return trip shorter, and leave the highway. Grab the files from Beleauxs' printer, and give them to him. He will confess his wrongdoings and agree to inject you into Stellar! Chapter 6:Biology class Once you are in control, stand up and grab the spacesuit and helmet. Once you're outside, get the Alveoli and the blood vessels off the wing of the ship. Climb through the ulcer and into Stellar's Stomach. Climb down to the bottom and grab the feather, staple, celery string, and candy. Chuck the candy into the pool of acid. Use the string on the staple, and climb back up the wall. Use the grappling hook on the esophagus. You'll fall, but climb up the string. Climb past the twinkoid stuck in Stellar's throat, and dislodge the pill with your hand. Now tickle her throat with your feather. Climb down and exit to the west. Go down a screen and exit to the east. Take the upper passage into the gallbladder, and enter your inventory. Use your duct-tape on the blood vessels, and the blood vessels on the pump. Use the pump to collect bile in your helmet. Head south. Grab part of the stone fragments, and head east. Climb through the passage until it becomes to tight, then use the alveoli on the tight spot. Ue your mouth to inflate them, and crawl on through. Grab a dollop of pancreatic liquid, and return to the stomach. Use your mixture on the pill, and grab one of the tiny ones. Exit to the west and head south until you reach a Tapeworm(eww). Use the pills on its mouth, and use the hand icon to ride it down. Grab the fingernail, silver filling, and paperclip. Climb back on the worm. Head back to your ship. Use the silver filling on the flashing red light on your ship, then enter it. Sit down and put the CD in the "Subroutine Program" slot. Press the "Initiation" button, and head to the brain. When you arrive, take the suit, put it on, and leave. Use the fingernail fragment on the skin, and walk left. When you almost fall, quickly click the feet icon to help him get up. Walk on to the two big nanites. Once you get to the right spot, chuck a stone at one of the nanites. Then throw a stone at the other. Then throw a stone at the first one again. Now climb the elevator and press the button. As you go down, read the signs. Your goal is the "Cough Control Center". Once you reach there, ram the wall with your fancy new paper clip. Go down the rest of the way, and click the hand icon on the pile of garbage. After Sharpei's monologue, use the paper clip on the nerves to the east. The robot has been
extermeenated, but Sharpei's brain is still alive. Once you regain control, quickly give the fish to Sharpei. T H E E N D