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The Space Bar by Boffo and Rocket Science

distributed by SegaSoft
Partial walkthrough by Raven - raven@redraven.com
This is by no means intended as a sequential walkthrough, but as a reference for
when you get
hopelessly stuck. These hints are divided into sections for Emp/Tel flaskbacks,
followed by
a section on the Bar area itself. I'll assume you check your vidmail when your
message light
blinks.
Note - time spent in the Bar is critical (Flashbacks are more forgiving). You s
hould keep a
saved game with very few wasted moves which you can restore when you've poked ar
ound. You'll
need to make an arrest by 22:50, when the game ends.
Emp/Tel Flashbacks: These are achieved by GREETing a character, then CHATting w
ith them until
a flashback is triggered. Not every character in the Bar will trigger a flashba
ck. Once
you're in a flashback scene, check your log for information.
FLEEBIX & THUD: (at the bar)
First chat with Thud. Once the flashback is triggered, all you must do is pick
up the cup and
go outside. If you hang around, you'll hear Fleebix tell you to do just that.
(Relax, they get harder.)
Chat with Fleebix. Read the audition notice. Click on the door to your house t
o call to Thud
and order him (?) to "take the cup." Then tell him to "come outside". Look in
the cup, and
Thud will remove the bus token for you. Wait for the bus then click the token o
n Thud and
ORDER him to "board the bus". Wait for the next bus and he'll carry you aboard
bound for Glom
Hole.
Order Thud to "open the mailbox" (use the Thud shortcut bottom-right), then to "
get the letter"
and "open the letter". Read the letter, order thud to "take the mailing label"
and read it.
By now you should have been buzzed and seen an explosion. Head towards it. Zoo
m in with the
magnifying glass and order Thud to "take the nav dial". Exit the close-up and re
ad the box.
Examine the 'to' and 'from' addresses. Pick up the mailing label and click on T
hud (again,
bottom-right) with it. Order him to "lick the label," then to "paste the label
on the box".
(Surprise, another fouled effort.) Exit the close-up and have Thud "take the bo
x." Head back
to the mailbox and have Thud "drop the box". Enter the box and wait to be tran
sported.
(Now's a good time to examine your inventory, like your newly-aquired nav dial,
if you wish.)

Once you're in the truck, exit the box. It's important you hang around here lon
g enough to
overhear the destination code for the Quantelope Lodge. While you're waiting, e
xamine and
read the small box, then have Thud take it, open it, and get the crystal from it
. After you've
heard that the destination code is 42, enter the box and wait to be delivered.
When they leave to get their nav dial, quickly exit the box, have Thud drop the
nav dial, then
re-enter the box. Wait for them to come back and leave again to get goggles. E
xit the box,
zoom in on the scooter control panel, have Thud set the nav dial to 42, (He'll s
crew up this one
too - don't panic) then re-enter the box. Wait to be delivered to the Quantelo
pe Lodge.
When things quiet down, exit the box. Order Thud to climb the clock tower, then
to come back
down. He'll tell you what he saw. Order him to climb the tower, then to press
the yellow
button, then to come back down. Read the status report - looks like a crystal i
s broken
(the one with an "X"). Order Thud to climb the tower, then to press the red but
ton, then to
pull the lever. He'll return with all the crystals. Have him climb the tower a
gain.
Counting from the top on the status report and going clockwise, number the cryst
als 1-5. Have
Thud replace the crystals (by putting a crystal - starting with Crystal 1 - in
the slot, then
turning the knob, then putting the next crystal in the slot, etc.), but when you
get to the
damaged one, use the crystal from the small box instead. Have Thud pull the leve
r when you're
done. If you wish, you can press the yellow button for another status report to
see if you've
replaced the broken crystal - all the positions should now read "o". Have Thud
press the green
button, then the blue button and the clock will reset. Have Thud come down and
knock on the
Lodge door.
The shipping simulator was pretty easy, but it may be randomized. Just try to d
itch heavy cargo
early and try to take advantage of the low numbers for fuel usage. If the test
s aren't
randomized (I don't think they are), and if anyone has problems with these, I'll
include a
moves list in the next version of this walkthrough. After three of these, you'l
l learn you are
to report to Fringel II. See the Bar section for what you can do with this info
. End of flashback.
SOLDIER 714-Z-367: (bartender)
Remember, scroll lock will toggle the compound eye graphics. Toggling this off
will make it

easier.
Roll the egg to the Mess Hall, then follow it there. It's wedged in a doorway,
so go to the
food preparation area through the door to the right. From here, exit through th
e other door,
take the pike, go through the rounded door, and push the egg. Enter the mess ha
ll, and go
straight through back to the great hall. Pry the lift doors with the pike and e
nter them.
Take the outdoor access card from the floor. Enter the mine tunnel on the left
and continue up
the tunnel until you get to the mine cart unloading area. Examine the control p
anel - these
buttons control the security doors - three can be depressed at once. depress th
e black
button - this one must be depressed. I chose green and yellow as the other two
for now in
order to make the mine maze less frustrating. (I haven't mapped the maze yet, s
o the exact
moves will be in the next version of this file.)
Head through the newly-opened black door into the mine maze. There are two obje
cts to find in
here: a hairball and a ventilation access card. I don't know if their locations
are randomized.
(My hairball, for example, was through the first green door - the next black doo
r led back to
the battlestation.) After you get the hairball, you can return to the mine cart
unloading
area, disable the yellow button and select the "down" button to open the chutes.
I found the
ventilation card at the bottom of the first chute. Head back to the mess hall
- if you come
out of the maze near the mine cart unloading area, you can bypass the maze by us
ing the outdoor
access card in the card reader next to the closed gate.
Head through the right door to the swimming area. Take the plunger, and throw t
he hairball
into the water. Wait a couple ticks for the water to flood through the air duct.
(If you look
at your map, you'll see where it will come out.) Return to the mess hall and ro
ll the egg to
the food preparation area. Go to the battle station and use your outdoor access
card in the
card reader next to the gate. Enter the lookout. Aim the spear cannon right, s
o it's pointing
at the middle of the river. If you like, you can fire it and reel it in to get
a fish. Pick up
the spear from the cannon, then mount the plunger on the cannon. Head to the fo
od preparation
area.
Zoom in on the ventilation duct, then slide your ventilation access card through
the card reader.
Open the grate and exit the close-up. SAVE YOUR GAME HERE! Roll the egg into
the river and
quickly enter the ventilation shaft. You'll emerge on the bridge - quickly fire
the cannon

(with the plunger loaded) and you should hit the egg. If not, restore. Reel it
in, open the
gate to the unloading area, and roll it that way. Follow. Again, SAVE YOUR GAM
E HERE! The
map is useful here for keeping tabs on the egg's location. The idea is to push
the egg, then
rush through the maze to beat it to the shuttle area. Make sure the "down" butt
on is pressed,
then push the egg. I hate mazes, so upon entering, I went green, down, black, r
an along the
tunnel (ahead of the egg now) to the last door on the right, then green, black i
nto the shuttle
area. I'm sure there's a better way to do that, but if you're quick, this shoul
d work.
Quickly roll the egg to the shuttle. You'll learn the combination to Soldier's
brooch.
End of Flashback.
SEEDROT: (Vedj at a table close to the band)
Read through your log to discover that you need to drop a fruit and why.
The first order of business is to turn on the TV. You'll have to sit through a
lot of this!
You're listening for four phone numbers - three commercials: for Nitrogen Fixat
ion Attractor,
for photography modelling, and for a free day of beauty. The last number is for
"Dr. Root's"
call-in show. Feel free to poke around while listening to the TV. Channel 1 is
the most
useful, while channel 3 is the least. Once you have the day of beauty number
(leaf-flower-flower-fruit), you can call it to get rid of your mom (she'll leave
soon after you
call). Also, once you have Dr. Root's number, turn off the TV and call
(flower-flower-fruit-fruit) - turn the TV back on after you've called if you don
't have all
the numbers yet. When a channel starts to repeat, change channels. (I got the
day of beauty
number and Dr. Root's number from channel 1, photography on channel 2
(mushroom, root, pine cone, mushroom.), and NFA on channel 4 (mushroom, seed, se
ed, seed).
Meanwhile, pick up the collar at your feet (uh, roots) and put it on the sheepla
nt. Poke
around or wait till your mom leaves (sorry), then stash the spoon, and look unde
r the table
for a key. Unlock the desk with the key, open the drawer, and stash the book (y
ou learned
from Dr. Root to fantasize about a picture to drop a fruit). Open the book and
leaf (sorry)
through it till you find a picture you like - I thought page 5 was appropriate {
G} - then
"mark page and close".
Zoom in on the control panel. Move retractor 3 to the zero position to get rid
of the sheeplant
(did you notice the 3 on the collar?) If you've tried to bloom one of your bud
s, you've found
that it's not getting enough light or water to bloom. So, we'll move all the l

ights to
maximum (far right). Now, for the water. Look at your map (and zoom it). See
that water main
just under your roots? OK, zoom in on the control panel again and set the grou
nd temperature
to one notch above zero. Wait till you get a warning about frostbite, then wait
some more.
Listen for the sound of the water main breaking, then set the ground and air tem
perature to max
(100).
If you've got the photography number, call it. When he shows up, just do as he
asks. While
he's there, put the spoon in his camera bag. (If you examined the bee or asked
the photographer
about it, you'll know it's a homing bee. It will follow him when he leaves and
return laden
with his pollen. Kinky!) So, just rustle your leaves (pan up and click on one),
then raise
them, then stroke a bud.
Once you've made some gallons by modelling, call the NFA number to order some.
When it arrives,
examine and read it if you like, then pour it on you (using the portrait lowerleft).
By now you should have gotten a message saying your roots are now toasy warm and
another saying
it's getting nice and swampy in here. Click on bud 3 (left of the roof support)
and select
"bloom." Wait for the bee to show up over the pink plant, then dim the right ba
nk (the light
over the pink plant). The pollen-laden bee should be attracted to your flower.
You've been
pollenated! (and you'll grow a fruit.) Now just fantasize about the book to dr
op your fruit.
You'll learn which page Seedrot prefers - the one you chose. See the Bar secti
on for details
on how to use this info. End of flashback.
CLICK: (the Auditon in the balcony over the casino)
You begin with a note telling you the alarm code - make note of it (4650). Chec
k your log and
read your email. Most important is the cerebomb recipe. Auditons "see" with so
und, so click
on the clock and set the alarm. While it's ringing, you should be able to see t
he objects on
the table. Take the jelly jar and the Doz tablet. Click on the waterfall and s
elect "reach
hand into". Enter the waterfall.
Pick up the basket with rope, and drop it through the west window (you'll hear a
splash). Pull
up the basket and remove the eel from it. Put the jelly jar in the basket, pick
up the basket,
and drop it through the east window (you'll hear licking). Pull up the basket,
remove the jar
(which now contains Slathercat saliva), and stash the jar.

Zoom in on the right side of the table to see insects and the jars they escaped
from. Stash
the insects (though you don't really need the dragonfly.) Exit the close-up and
click the
center of the table to examine the drug processor. Save here, just in case. Yo
u can find out
which insect is which by putting it in the processor then pressing the green but
ton, but you'll
have to restore. The red button flushes the contents of the processor. OK, put
the sprig of
flutterweed, the butterfly (crackle snap pop), the eel, and the saliva from the
jar into the
processor. Click on the mantis (crunch crunch) and select "pull leg off" (I jus
t love these
wholesome games!) Put five mantis legs in the processor, as per the recipe. Pr
ess the green
analyze button and you should automatically stash the cerebomb. Head back throu
gh the
waterfall.
Examine your remote controller and enter the alarm deactivation code (4650). Ex
it the
safehouse. Answer the phone by zooming on it and clicking "talk". Exit wheneve
r you're ready.
The map is helpful here. Head East, north, north, west, SW. Pick up the lunc
h pail and put
the cerebomb in it. Head NE, E, E, and reach your tail into the flashing knotho
le to get a
phone token. Head S, W, S, W then examine your remote and enter the alarm code
before
proceeding W into the safehouse. Save your game.
Wait for the alarm to reactivate (that's the buzz you hear), then exit the safeh
ouse without
entering the code - that should get the cop's attention. The idea here is to av
oid the cop
and get to the platform he was originally on. So, quickly go E, N, E. When the
cop is on
the platform immediately to your west, go N, NE, then E. That'll piss him off.
(You can call
him on the pay phone and taunt him if you wish - just club the phone to get your
token back.)
OK, enter the spaceport and read the notice on the wall - note the phone number
for the head
queep trainer - this varies from game to game. Exit the close-up and examine th
e locker with
the green light over it. Click on the green light and select "press tail to".
The locker will
open and you can stash the quiet device. Put the lunchpail (containing the cere
bomb) in the
locker and exit the close-up. Go back outside. Put the token in the payphone a
nd call the
Happy Branches telemarketing number (it's in your log - 88300). At the menu, pr
ess 2 to
sign up a 'friend' for this call, and enter the number for the queep trainer you
got from the
notice. Enter the kennel. The trainer should be distracted by the phone. Read
the logbook

and make note of the rotation schedule. Notice which queeps are missing from th
e cages (they're
currently on duty), select the Doz tablet and choose "break". Work out the rota
tion schedule so
you'll know which food dishes to put the Doz into - or you can just save, wait
till the watch
changes, and restore. (For example, A & E were on duty in my case, so I put the
Doz in bowls
D & I) Anyway, after you've drugged the appropriate bowls, head outside and wai
t a few ticks
for the guards to rotate - you can re-enter the kennel to see when this happens:
the two cages
that were originally empty should be occupied, and two formerly-occupied cages s
hould be empty.
If the empty cages aren't the ones you drugged, restore and try again.
Enter the spaceport. The queep guards should look suitably drugged. Zoom in on
the locker
where you put your cerebomb and press your tail to the red light above the door
. Take the
lunch pail, turn on the quiet device and put it in the pail (along with the cere
bomb). Hold
your breath and walk through the arch. You'll learn Click's lucky number - see
the Bar section
for details on how to use this info. End of flashback.
BETTAKER: (aka "Dirtkicker" - Bibblebonk bonkier in the casino)
You can search the trashcan for an unusable chip if you like, and you could also
vacuum up the
remnants of your shattered memory chip. We've got to get this graffiti off your
face! Head to
the barber shop, where you'll find another useless chip. Sit in the barber's ch
air, greet the
barber, then order him to give you a facial. (Oh, go ahead, get a manicure and
a scraping while
you're at it - looks like you had a rough night.) Exit the barber shop and you
should soon meet
Veeblecoach, who will transport you to the stadium.
Turn on your radio receiver by clicking on your portrait to the lower-left. Wea
r the colorful
cloth strips, the steel-tipped booties, and the leg pads. Stash everything else
. (If you're a
veteran adventure game player, that is. The club is the only other item that wi
ll prove useful.)
Wait until the radio announces you (Dirtkicker), then pick up your club and he
ad out onto the
field (with club in hand) for your ovation, then return. If you are improperly
equipped, the
announcer will let you know. In the meantime, you can amuse yourself by readin
g the rulebook
and poking around.
Hang around listening to the events until the "arguing with the referee" event c
omes up. The
visitors go first, so pay attention to what he does. When he's done, go up the
steps onto the
field. Zoom in on the ref. Argue with him twice. Curse him twice. Kick dirt

onto him twice.


Bump him twice. Hit him twice. Hit him with your club twice. You should win th
e match and be
spirited away to the President's talk show.
As soon as you can, pick up the black chip from the floor and install it by clic
king it on your
icon and selecting "put in". Pay attention to the PIN number, then chat with th
e President.
You've learned Bettaker's PIN - see the bar section on how to use it. End of fl
ashback.
CILIA: (Triseck singer in the band - you'll have to catch her on break, I caugh
t her around
19:28)
Check your log - it says to use the QWERTY code in R mode to decode the tips the
re. If you want
the hints, you've got to do it manually. Look down at your keyboard (Really, Y
OUR keyboard),
and shift each letter one space to the left.
You should get something like:
1. Override lock controls to pass inspection station
2. Use a barge train to block police boat
3. Grentilbeasts love Babaloo meat
Spin around and stash the drill from the wall, then exit the house. Open the lo
cker and stash
the gas can. Soon your other mate will arrive. When he does, board the rowboat
and untie it.
Click on the barge, tie the rope to it, then board the barge. Wait until you ge
t to the lock you'll see signs telling you when you're near. At the lock, exit the barge.
Zoom in on the police boat, and take the motor. Put the motor on your rowboat,
then fill it
with gas from the gas can. Enter the control tower and read the notes posted ab
out. Examine
the control panel. The top number is the river level downstream, the middle num
ber is the river
level in the lock, and the bottom number is the river level upstream (where you
came from).
Enter the code you found nearby (617), and raise the lever. Wait for the middle
number to
equal the top number, then lower the lever. Press the top button, and your barg
e should enter
the lock. Now raise the lever and wait for it to max out at 10 - the lever will
automatically
return to the center position. Exit the close-up and press the emergency overri
de button to
your left. Quickly exit the tower towards the police boat, and you should be ba
ck on the
barge. Wait for the surge of water to whisk you past the inspection station.
Wait for the current to carry you past two more signs, then board the rowboat, u
ntie it, turn
on the motor, and steer it. (Barman offers to steer for you, how sweet.) Head
to starboard away from the barge toward the tower. Turn off the motor to save gas, then tie

the boat to the


dock. Exit the rowboat and head for the tower. Save here. Examine the control
panel. You
need to ride that single barge while using the barge train to block the police b
oat. The rocker
switches turn on and off the artificial current, and the levers determine its d
irection.
Try this:
Turn on the middle switch and reverse its direction. Reverse the direction of t
he bottom
current by flipping the bottom lever. Wait. Turn on the top current by flippin
g the top
switch. Wait twice. Turn off the top and bottom currents. Reverse the directi
on of the
middle current by flipping the middle lever. Wait. The barge train should be bl
ocking the
middle channel, and the single barge should be at the far left of the lower chan
nel. Turn
off the middle current, and turn on the lower current. Reverse the lower curren
t so that it
points right. Exit the tower, board the rowboat, untie it, turn on the motor,
and dock with
the barge (click on the barge, tie the rope to it, and turn off the motor). Thi
s rowboat is
going to blow your cover, so pick up the drill and drill it. You'll automatical
ly board the
barge as the rowboat sinks - just wait until you reach the loading dock, then ex
it the barge.
If you like, you can examine and read the Shangri-La II brochure on the floor.
Examine the
crates. Given the choice, you know you want to choose the grentilbeast's crate
- it's the only
one that sounds dangerous, and it's bound for Armpit VI. Remember the clue in y
our log...
Pick up the sandwich from your inventory, and hold it up to the airholes. Next,
throw it into
the water, and press the button which opens the crate. The Grentilbeast should
follow the
scent into the water. Get in the crate and wait. (Pay attention to what the so
ldier says as
he reads the letter) You've learned Cilia's contact - see the Bar section for h
ow this helps.
End of flashback.
DEVIN - 7: (Sraffan who arrives around 19:40. Can be found in the raised booth
s just outside
the casino)
Time is critical in this flashback - save as soon as you trigger it. Zoom in on
the computer
console, then sit at it. Read the bios, email, deal status, etc, then restore y
our game.
There's probably a better way to do this - I'll work on it for the next version,
but this
should work. Right; send Lentil to deal with the Environmentalists, and the re
st to deal with
the politicians. Exit the close-up and head up the stairs.

Click on Irk, greet her and chat with her about her terms. Head back to the com
puter console
after she's said she's downloaded her terms to you. Check on negotiations. You
can click on
the "current time" line to advance the clock. When Lentil is free, if her negot
iations with
the environmentalists were successful, dispatch her to meet with Yeef-8. Your o
ther team
should be able to talk down the politicians. When they do, send Zig and Norg to
Dork.
Send the rest (including Lentil, who should be done around now) to Swonza-5. Ex
it the
computer screen and head down the back hall.
Knock on the bathroom door to talk to Quosh. Be nice - validate his neuroses, t
ell an anecdote,
then head back to the computer console.
I bet there's a better way to do this, but I talked down the politicians, enviro
nmentalists and
Yeef, got Swonza-5 on-board, and talked up Dork and Gild. Then selected Dippik,
Vebbil, Gild,
Dork, Rawley, Jella, and the Mineral Mart for Rg. Just barely broke even. Stil
l, it was
enough to successfully complete the deal and learn Devin's secret password. Bac
k at the bar,
bet him that you can guess it and you'll win a high frequency jammer. See bar s
ection for what
to do with this. End of flashback.
THE SHIFTER:
Break the window to exit onto the balcony. Examine the flower vines to sneeze op
en an escape
route (really). You learn the Shifter is allergic to Teleweed flowers. End of
Flashback.

THE BAR:
While still in the entry area at the beginning, examine the terminal (come back
around 18:90)
and turn on your Voice Printer.
After you complete Soldier's flashback, search the DrinkVendor 2000 (behind him)
, then click on
the brown bump upper-left. Open it with Soldier's brooch combination (in your c
lue list), and
stash the key.
In the kitchen is an energy detector, and you can tear off a piece of tin foil.
If you open
the energy detector, you'll discover a rag that's being used to silence it. Pre
ss the history
button to download its records. (Those energy spikes relate to the Shifter.) Z
oom in on the
megawave, open it, put the tin foil into it, and close it. set the timer, then

press the
button - that'll ditch the cook for a few ticks. Unlock the store room door wit
h the key
you got from Soldier's brooch. Enter the store room and stash the nose plugs.
When you get a message from HQ telling you to consult a computer terminal on the
Kur'pupu,
go back to where you started - around 18:90 the terminal should be fixed. While
you're here,
snag a battery for your residue printer from the advertising sign. Once you've
read about the
Kur'pupu and completed Fleebix's flashback, go chat with him and propose a deal
- he'll trade
you the frequency for his destination. Set the jammer you get from Devin-7 to t
he number
Fleebix gives you and you should be immune to the shapeshifter's neural scan.
You'll need to find an antidote to the poison dart that's headed your way.
Complete the Click and Seedrot flashbacks, and discover the body in the kelp tra
p in the Lily
Pad (after 19:50) . Search the body to recover a microdart. Don't hang around!
Go to Click's
locker (second from left) and enter his lucky number as the combination (2569).
Take the
cerebomb (residue print it if you like), go see Click and ask him about the micr
odart. Chat
with him, but refuse to show him the cerebomb - tell him his combination instead
. A deal will
be reached - an antidote for his stash. Give Click the cerebomb and he'll tell
you to get a
Vedj fruit and how long to megawave it. To get a fruit, snag the plastic fruit
from the table
near the restrooms, then return to Seedrot. Open her book, turn to the page you
selected
before (check your log under "clues" if you don't remember), and order her to lo
ok at the
book. When she drops her fruit, replace it with the plastic fruit, then head f
or the kitchen
(also near the restrooms). Megawave the fruit for the duration Click gave you, t
hen eat the
fruit. You'll be immune to that nasty little dart. Now you can discover the re
pairman's
corpe in the Steamy Parlor off the back corridor.
Around 20:00, you'll lose your voice printer, residue printer, and energy detect
or due to
infrared jamming.
When you have the nose plugs, go to the bar and zoom in on the DrinkMaster 2000.
According to
the computer terminal, Oy-Vee-Ai prefer drinks that contain mercury. Turn on th
e DrinkMaster,
select "list all ingredients", select mercury, select "What drinks are made with
this?", and
order one of those drinks (My choice was Full Metal Jacket). Go back to the Lily
Pad, turn
around to face the door, and pan down - look in the water to find (and get) an u
nderwater
light. Then head for the Moist Grotto (off the back corridor) and wear the nose
plugs.

Enter the water and notice the Oy-Vee-Ai. Exit and put the drink on the floor g
rating It should surface and drink it. Enter the water and notice the infrared jammer.
Pick up your
underwater light from your inventory so you can stash the jammer. Exit and turn
off the jammer.
In the kitchen, you can hide behind the spice rack to overhear Borksh and Paksha
. In the
balcony over the casino, you can hide behind the vending machine to overhear th
e Blobsters.
You can zoom in on the screen in Bettaker's chest - enter his PIN and read the i
nformation
there - note the Recording Station access code. If you change the Bibblebonk od
ds, make sure
it's worth it. After you win big, you can hold your credit chip up to the moni
tor in the
catwalk over the casino to get a meeting with Gorb. Unplug his stimulant spraye
r, and use
the Recording Station Access code (from Bettaker) to open his video cabinet. Cl
ick on the
vid disk and select "put in", then hit the rewind button. Hit Play, thrn fast-f
orward to
cycle through the cameras.
In exchange for her contact's name, Cilia will agree to help you keep an eye out
for suspicious
characters in the Bar. Later she'll give you a vid disc she found in the bathro
om - you can
use the recording station to view it. That looks like the shifter shifting into
a Napthaleen...
Sometime after this point, if you keep checking your vidmail, you'll enter an em
p-tel flashback
with the shifter himself.
Once you've viewed Cilia's viddisc and learned the shifter's weakness from his e
mp-tel flashback,
go to the DrinkMaster 2000 and order a drink made with Teleflower petals (such a
s "Heaven in
a Blue Gourd). Give it to the Napthaleens to induce a sneezing fit from the shi
fter. Endgame.
-----------------------------------------------------------------------------------------Ah, yes, the legal stuff:
The Space Bar is copyright 1997 Rocket Science Games, Inc., Boffo Games, Inc., a
nd SegaSoft.
SegaSoft is a registered trademark of SegaSoft Inc. The Space Bar is a tradema
rk of Boffo
Games, Inc.
This partial walkthrough copyright 1997 Ken Crosby - raven@redraven.com
All rights reserved

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