Quick notes – Left-click = Interact, Right-Click=Talk, Inventory Bar is at the top of the screen.
This walkthrough takes you through the essential steps you will need to go through in order to
complete the game.
Please note that if you do ONLY these things you will miss out on a lot of jokes and cheesy voice
acting.
Act I
The first thing you have to do when you can control the player is find the manual. I mean you don’t
need a hint for that, do you? Really? Okay, it’s near the bottom of the screen. Then use the HUD. It
doesn’t matter what you type in here.
After you transport down to the planet, you will have the planet’s language downloaded into your
brain – OH NO! It only half worked. Apart from the aliens who can speak English (Customs Official
and Speeder Saleswoman) and the robots you encounter, you will be able to understand what the
natives say, but not be able to communicate with them. Well you CAN make random noises at them,
since very sound means SOMETHING in the Acturan language, but the response may not be helpful. (If
you want to try doing this though there are some hints in the game and some jokes that you won’t
encounter otherwise – it’s up to you!)
Go through all the available dialogues with the Customs Official. The try to walk through the
security gate to the Custom Official’s left (well, his right, but left of him as it appears on the
screen) – you will be searched. Eek! You find out that jelly babies – and jelly alies – are
contraband on Acturus-1. Pick up the Leaflet – this has a map on it, which you can access to travel
between areas by looking Looking At or Interacting with the Leaflet. The map also comes up if you
exit any location on Acturus-1.
Hmm... the Marketplace looks interesting but it appears to not be open yet. Visit the Speeder
Showroom instead. Go through the door and speak to the Speeder Saleswoman. Go through all the
dialogues. Pick up a Pen from the Pen Holder on the Desk.
Now visit the RoboBar. You can’t get in yet because you don’t have a Membership Card, but to the
right there’s Pile of Rocks and a single Rock by itself. Pick up the Rock – there’s a Worm
underneath. Pick up the worm. Yuk! – but, you now have a worm.
Go to the Marketplace. Two traders share jokes, among which is that they played a prank on the
Customs Official – apparently he is really scared of glow worms. Travel to the other side of the
marketplace and go through the small entrance on the right-hand side, near where the mystic sits. (You
don’t actually need to talk to the Mystic at all to complete the game, but you might find him
amusing – similarly with the News Ticker, they’re there for laughs and hints only.) Use the Worm
with the Florescent Paint. Go out of the shop and walk to the left a little. Take an Application
form.
Now go to the Customs Office. Use the Pen on the Application Form and then post the form in the Post
Box. You find out that the snail mail on this planet is delivered to the Rubbish Dump. Unfortunately
you can’t go there yet! Use the Glow Worm on the Customs Official. While he’s hiding under the desk,
pick up the Contraband Detector.
Now that we’ve got the Contraband Detector, what can we do with it? Go to the Marketplace. You may
have already noticed a small box underneath Denzel’s stall (the one selling weapons with the
floating red alien). Stand next to this and use the Contraband Detector. Aha! It’s a box of Jelly
Alies. You can’t pick it up yet – but if you try, it shouldn’t be long before Tony calls his buddy
Denzel over for a joke he can’t “say out loud”. While Denzel is away from his stall, pick up the
Jelly Alies. While you’re there, help yourself to a Flash Grenade. If you’re not quick enough to get
both, you’ll just have to wait till Denzel is away from the stall again – this happens
intermittently anyway, and you trying to pick up either the Jelly Alies or Flash Grenade should help
encourage it to happen quicker.
Got to the shop on the left of Ten-Eyed Tony’s stall (“Ralph’s Rocks”). You could take the Meteorite
and give it to the RoboBouncer – it won’t help, but you might be amused. Then again you might not.
Anyway, you might notice that Ralph eats rather a lot. What’s that in his stomach? Could it be a
Membership Card? It is! That tummy looks pretty full... perhaps if Ralph eats something else, it
won’t be able to hold any more? Wait... did Ralph mention that he likes Jelly Alies? He did! Give
the Jelly Alies to Ralph and... stand back (actually CD will automatically stand back, sensing what
will happen next...) Ugh... disgusting! But, you now have a Membership Card!
Exit Ralph’s shop and go to the Bank, just to the right of Denzel’s stall. You don’t need to do
anything here – possessing the Flash Grenade is enough to trigger a cut scene. Hurrah! You now have
300 Galactic Credits. Wonder what you can buy with it? More on that later... You could pop into the
Energy Shop but will be thrown out because you don’t have a King Fan Club card. But you will get one
once you can work out how to get into the Rubbish Dump...
It’s not time to visit the RoboBar, which the RoboBouncer will let you enter now that you have a
Membership Card. Speak to the Bartender (disembodied robotic head on the bar), go through all the
dialogue options. Pick up the Castor Oil. Head right – checking out the merry jokes along the way if
you check out the posters or robot dancers – and head over to the Competition Area. Enter the blue
booth at the back and talk to the machine. Go through the dialogues. Great! You now have 20,000
Galactic Credits – just the amount you need to buy the Gruntmaster 6000, the worst speeder this side
of Alpha Centuri! You will automatically speak to Sir Mix-A-Bot. He needs water. Where did we see
some freely available water? Go to the Marketplace, and go to The Other Side. Use the Castor Oil
with the Fountain. Now go back to the RoboBar and give the Water to Sir Mix-A-Bot. The dancers have
gone crazy! One of them is talking to the suspiciously familiar looking robot with the cigar. You’re
going to need that hat – pick it up when the Fembot’s attention is elsewhere.
Go to the Speeder Salesroom. Speak to the Saleswoman or given her the 20000 Galactic Credits. You
are now the proud owner of a Gruntmaster 6000! It may be awful but at least you can now go to the
Rubbish Dump. Go on, give it a try! At the Rubbish Dump entrance head towards the right, and
interact with the Security Pylon. Aha! Now you know what you needed the hat for, but you need
another item of clothing too... go back to the Marketplace, go to the other side and visit the shop
on the left (Harry’s Haberdashery). Wait! You can’t make yourself understood in Acturan! Or... can
you? Since money is a universal language, simply give the 300 Galactic Credits to Tino and he will
tell you that this will buy you a Safety Jacket – just the thing to let that pylon know you’re the
real deal! Combine the Security Jacket with the Rubbish Dump Hat to make a grade A “Rubbish Dump
Uniform”. Go back to the Rubbish Dump and try getting scanned again (use the Rubbish Dump Uniform
with either the Security Pylon or the Changing Booth). Success! You need to walk back and interact
with the Speeder to go in as it’s a big place!
You will now see a map of the Rubbish Dump. Head first to the one labelled “Strange Object”. Groan
at the terrible pun. Pick up the King Fan Club Membership Card. Interact with the Monkey Bones to
get a Femur. You can now use your Quadcorder to record sounds – Look at your Quadcorder and set it
to Sound Recorder Mode. Go to the Wreckage at the bottom of the tip. Use the Quadcorder on the Rib
Box to record your melody. Use the Femur with the Loose Metal Sheet. Listen to my amazing rendition
of Richard Strauss and if you have the volume up high enough you’ll hear my very young at the time
daughter joining in. Pick up the Metal Sheet. Not go to the Wreckage at the top let. Use the Metal
Sheet with the Oil Pool, then use the Quadcorder on the Oil Pool With Metal Sheet – and you have
your Beat. If you visit the Wreckage to the right of the tip you find a rhythm, but it’s too slow.
Go back to the Marketplace and enter the Energy Shop (right of the Bank). He will happily let you in
now that you are a King Fan Club member. Interact with the Model. If you use the Tablet Interface it
gives you a poem, with each line a clue to the correct colour. The answers are pretty easy to find,
working out where to put them is perhaps a little less so. (Although this puzzle can also be solved
by trial and error if you decide to go down that route.) The answers are: Left (top to bottom)
Purple – Yellow – Green, Right (top to bottom) Red – Yellow – Black. Once you’ve solved the puzzle a
new interface comes up – you can do them all for fun but the one you need is “Lost”. This transfers
some energy over to V-Ger’s location and makes the engine run faster. Go back to the Rubbish Dump,
Wreckage on the right-hand side, and use the Quadcorder on the Nacelle. Head back to the RoboBar and
talk to Sir Mix-A-Bot.
After the cut scene, go to the Marketplace. You can now speak Acturan! Go to the Energy Shop. You
receive an Energy Phial. Head to the Other Side. Talk to Two-Eyed Tina. If the option to ask her for
a favour doesn’t come up, go back to the Customs Official as you have missed a dialogue option.) She
will now vouch for you. Visit the Haberdashery – you don’t need to in order to complete the game,
but you really don’t want to miss it! Go back to the Customs Office. Talk to the Customs Official
and tell him you’ve found an organic to vouch for you. Then give him the Energy Phial. Use the
Communicator to talk to Zero-Bit and find out what you need to say to find the contact who has the
package you’re supposed to be picking up. Go to the Marketplace, and to the Other Side. Enter the
shop on the right with the small doorway. Talk to the guy with the huge nose.
End Act I
Act II
First get some items from the Replicator – it will save you some time later. Get the English
Breakfast Tea, Choc-O-Sludge, Marshmallow Brick and Cheese Crunchies. Travel left tot he Cargo Bay.
Pick up the Gold Spraycan. Use the Hand Scanner. Use the Lift. Open the Storage Cupboard and get the
Oily Rag and X-Shaped Stapler. Go to the right and Look at the Sticky Note on the Starter Motor.
Look at the Quadcorder and turn it to Magnet mode, then Use it on the Copious Dust. You will find a
magnet. Use the Gold Spraycan on this. Loot at the X-Shaped Stapler – you will have a new speed dial
added to your Commentator. Use the Communicator and speak to Sirius Cybernetics Helpline. You can
now use the Stapler – but you need some kind of anaesthetic. Just left of the Starter Motor is a
Coolant Pipe. Use that, then quickly Look at the Handscan Printout. Use the X-shaped Stapler on your
thumb. Use the Gold Ring on your ring finger. Use the Oily Rag with the left side of your hand. Use
the Cheese Crunchies on the tip of your ring finger, and the Choc-O-Sludge Bar on your Index and
Middle Finger.
Go back up in the lift and after the cut scene use the Hand Scanner again. Pick up the Blue Cup.
Interact with the pillow on the top bunk. Pick up the Fizzy Drink. Look at Bedtime Reading. Go into
the Cockpit and pick up the Gravity-Defying Pizza Box. Interact with the Pizza Box. Talk to the
pizza if you want. Use the English Breakfast Tea in the Microwave – set it to 10:30 at 40% power. Go
out to the Cargo Bay. Use the Pizza Box with the Virtual Aquarium. Look at the Pizza Box and take
the Slice of Petrified Pizza. Go down in the Lift again. Use the Blue Cup with Copious Dust. Whilst
the Broom Alien is busy tidying up the mess you’ve just made, open the Storage Cupboard and get the
Jerry Can. Go and get another cup full of dust, and this time spray it gold. Set the Quadcorder to
Bottle Opener Mode. Use the Quadcorder on the Fizzy Drink. One of the trickiest parts of the fuel
components puzzles is the firefly – you can’t get one of these so you have to make one. Use the King
Fan Club Card with the Glow Worm. Hmm... you need another wing. Use the RoboBar Membership Card on
it. Still not quite right... use the Pen on the Glowworm with Two Wings.
Now you have all the fuel components, put them in the Jerry Can - Cup of Gold Dust, Funny Looking
Tea, Firefly (sort of), Carbonic Drink and Slice of Petrified Pizza. Go down to the Engine Room and
use the Jerry Can with the Input Valve. Use the On/Off Lever. After Zero-Bit pranks you, it’s time
to zoom off to Proboscis Major. ENGAGE!
Here endeth Act II... er... okay, no it doesn’t. Ground Control are rather upset with you. It
appears you’ve managed to bring the Contraband Detector with you and the authorities want it back.
It should be a simple case of transporting it down, but... yup, there’s a problem with the
transporter. Wouldn’t you just know it. Head back to the bedroom. Use the Shower Door Control and
take the Soap – you’re going to need that later. In the Cargo Bay interact with the Trunk. Use the
Quadcorder (it will still be in Bottle Opener Mode) on the Latch. Us the Contraband Detector on the
Gramdma’s Space Trunk. Use Soap on Beacon Port. Use the Marshmallow Brick with the Empty Bottle.
Then use the Bottle with Marshmallow on the Beacon Port. Set the Quadcorder to Magnet Mode. You have
to be quick with the next bit – use the Bottle Cap with the Open Latch, then use the Quadcorder with
the Latch.
End Act II
Act III
Interact with the door – put in any number, it doesn’t matter, it’ll be wrong. Head down to
StarDucks. Interact with the Dumpster twice – first to open it, then to search it. What is this
Strange Device? Interact with it to check it out – whoa! It’s an invisibility device! But... it
doesn’t last very long. Look at the Strange Device – hmm, seems that if we can find a natural source
of energy, we might be able to recharge these batteries.
Enter StarDucks. Talk to the Waitress. Talk to the Barista – you get a Java Lava. Talk to the Artist
and make sure you do the dialogue regarding Biciloti – you now have a Biscotti. Pick up a Pool Stick
(not sure why it’s not a Pool Cue, but there you go.) Exit the cafe and head for the Rocky Area.
Talk to the Archaeologist. Give him the Book – he will give you the Ancioscope in return. But it
needs a bit of fixing – more on this later.
Go back to the Coffee Shop – the Waitress is receiving an order from the General. He loves his
coffee! Whilst she’s away, use the Pool Cue on the Gap under the Counter to push the control of the
Barista’s seat. (CD won’t do it with the Waitress there.) Gran the Seasoning Shaker to get hold of
some of that lovely explosive Dutainium. Go to the Rocky Area again. Use the Dutainium on the Rocks.
Now use the Biscotti on the Dutainium (to delay the explosion). Then use the Java Lava on the
Dutainium with Biscotti.
As Jurgen Klopp would say - Boom!
Enter the Cave. Check out the Pictograph. Use the Ancioscope on the Pictograph. The Archaeologist
wasn’t joking about this thing needing fixing! Okay, so maybe a coloured lens of some kind... hmm,
didn’t the Artist have rose-coloured glasses? Go back to Star Ducks and talk to the Artist again -
there is a new dialogue option. Basically you have to upset the Artist by telling him that you hate
his art. Eventually he will give you his glasses – that was the problem, you can see how awesome his
art is now! Unfortunately without the pink lenses he view his own work in quite as positive a manner.
So he lets you keep the glasses while he ponders his life choices. Use the Rose-Coloured Glasses
with the Anxioscope.
Go back to the cave and use the Repaired Ancioscope with the Pictograph. You see a strange creature
with divisions of colour – Blue – Green – Blue – Red – Green – Red – Green. There are 3 caves with
energy pools in just past the pictograph – the first is Red, the second Green, the third Blue. You
have to fill the Java Lava cup with energy in the order shown on the Pictograph. Then use the Java
Lava with the Dead Batteries. Use the Charged Batteries with the Invisibility Device. That should
last longer!
The next bit is a timing puzzle. Go to the Military base. You can hear the General make is orders
for more coffee. If you don’t time things right the Waitress will see you and shoo you off. You can
see the General’s silhouette at the window – when he moves away from the window after ordering is
the time to turn on your Invisibility Device. You have to stand by the window, close enough to see
the code being entered, but not close enough to the door to prevent the Waitress from reaching it.
Once you have seen the code being entered and the Waitress has left, you only need to Interact with
the Door to enter.
After listening to the General’s speech, go right to the Entryway. Pick up the Old Coffee Cup. Look
at it in your inventory and you will get a Stirrer. Go left to where the scientists are. Use the
Invisibility Device and go left to Interact with the Panel. From your hiding place, use the Old
Coffee Cup with the Vent. Use the Invisibility Device again and head for the Nook. Oops! The
scientists have worked out where the smell is coming from and turn off the thermostat. Since the
scientists can smell you with their tremendous olfactory scenes, you can’t leave the Nook now.
Interact with the Control Panel (depending on exactly where you’re standing you might not be able to
see it, but the hotspot will still react). Use the Metal Coffee Stirrer on each Screw (only 2 of
them, at the top of the Control Panel). It’s time to do some destroying! There are 5 Components in
total – 3 can be picked out straight away, and 2 need to be dug out with the Metal Coffee Stirrer.
Look at the long Component, then use the Metal Coffee Stirrer on it to split it in two. Not put all
the Components back – you can’t put them back where they came from and CD won’t put them in the
wrong place (well, you know, not in the WRONG wrong place), so it’s not difficult to solve. When you
smell smoke, the scientists will leave thinking the machinery has gone wrong, and you will exit the
location.
Now you’re on a set of platforms... you start at the top. Head round the corner to the left. You
will find yourself at a Bog Panel, but you can’t use it yet. Go round to the left again as far as
you can. Interact with the Small Panel. Go to the exit you can see above and to the left. This takes
you back to the top! Go back to the Big Panel and Use it. A boot will come down to the Conveyor Belt
(by the Small Panel). Go to the Conveyor Belt and Interact with it to get the Boot. Go back to the
top and Use the Boot on the Cute (hey that rhymes!). Go back down to the Conveyor Belt area again
(last time I promise!) and this time walk off to the bottom left – click just left of the pylon
immediately to CD’s left. Then click at the bottom of the pathway at the middle of the screen.
You’re at the last bit! Interact with the Computer. There’s a BIG RED BUTTON! This time, a BIG RED
BUTTON that you DO press. You have to fix the General’s flying chair so that it goes completely out
of control. To do this you need to have Power on full, Boost and Sensitivity as high as they can go
for the system (there’s an Instruction Card), and Gravity set to be as low as possible without it
immediately being obvious to the General that something’s wrong.
These are the settings:
Power: 7
Boost: 5
Sensitivity: 5
Gravity Stabiliser: 3
Congratulations, you have
completed the game! I mean sure, if you used this walkthrough you had more than a little help,
but you still had to click the mouse in the right places, right? :)
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