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Space Derelict! (Space_Derelict.txt)

Space Derelict!
By Jim Menick
Published by Facts On File Publications in 'Basic adventure and strategy game design for the
Apple' & 'Basic adventure and strategy game design for the TRS-80'
For Apple II, Tandy TRS-80

Solution by Garry Francis
----------------------------------------
This is a minimal solution. You'll need to EXAMINE lots of things for this solution to make
sense. There is lots of sudden death and guess-the-verb scenarios. Some optional (but significant)
commands are shown in parentheses. You can omit these once you know what to do.

when moving around, you can use abbreviations for N, S, E and W, but diagonal directions must be
written in full, e.g. GO NORTHEAST.

The ship has lots of buttons. There is no way of knowing what they do until you try them. Some
buttons result in instant death, so save the game before pressing buttons.

The ship is also full of locked doors. You won't know that there's a door there, untiil
you try moving in the door's direction. There are three ways to open doors, but each method
only works on certain doors. Each method requires an extra object. There is no way of knowing which
method works with which door until you try it. In one situation, the wrong method results in instant
death.

Your inventory is limited to 5 items. You start the game carrying a laser pistol and a flashlight.
These are not needed until the end of the game, so you have to carry them around until you need
them. The doors require another two items, so you have to carry these around everywhere you go, as
you won't know which door requires which item until you try it. This leaves you with just one
spare inventory item, so inventory management is crucial. With careful planning, once you've
worked out what to do, you should be able to complete the game with minimal backtracking and minimal
dropping and regaining of dropped objects.

NOTE: The game as printed in the TRS-80 book has quite a few bugs. Three of these make the game
unwinnable. To fix these, make the following changes:
- In line 6570, change "5760" to "6760" and change "6950" to
"6590".
- In line 13130, change "13180" to "13160".

(INVENTORY) (you're carrying a laser pistol & flashlight)
GO AIRLOCK (or ENTER AIRLOCK) (there is no return)
(PRESS BLACK) (airlock door closes)
PRESS GREEN (ship door opens)
(don't PRESS BLUE or you die)
GO SHIP (or ENTER SHIP)
E
(GO DEVICE) (oh, oh, the Krenn are going to blow up the Sun using this ship)
(EXAMINE PENTAGON) (looks like child's clicking toy)
GET PENTAGON
W
(W) (door is locked)
CLICK PENTAGON (west door opens)
W
(S) (door is locked)
CLICK PENTAGON (south door opens)
S
(EXAMINE CRYSTAL) (light plays around it as if it has a life of its own)
GET CRYSTAL
N
E
E
(GO HOLOGRAM) (subverbal message says "Think, Earthling")
S
(EXAMINE OBJECT) (due to a bug, it has nothing to add)
(don't go south or you die)
THINK OPEN (completely illogical, but you can now go south)
S
(EXAMINE BOX) (it's 7 inches across)
GET BOX
N
N
W
W
(N) (door is locked)
THINK OPEN (north door opens)
N
N
W
DROP LASER
DROP FLASHLIGHT
E
E
(E) (door is locked)
THINK OPEN (east door opens)
E
GO PEDESTAL (you find a crystal star)
(EXAMINE STAR) (it's 7 inches long)
(GET STAR) (it's attached somehow)
THINK OPEN (NE, SE & SW doors open)
GO NORTHEAST
E
(N) (door is locked)
CLICK PENTAGON (north door opens)
N
GET BUCKET
S
(S) (door is locked)
THINK OPEN (south door opens)
S
(EXAMINE METAL) (some sort of machine part)
GET METAL
N
W
W
DROP BOX
GET STAR (with metal)
DROP METAL
GET BOX
INSERT STAR (it fits like a glove)
GO NORTHWEST
W
W
(N) (door is locked)
THINK OPEN (north & south doors open)
DROP CRYSTAL (we won't need it any more)
GET LASER
GET FLASHLIGHT
N
(N) (door is locked)
CLICK PENTAGON (north door opens)
DROP PENTAGON (we won't need it any more)
SHOOT ICE (with laser, small area of water appears)
GET WATER (with bucket)
N (it's dark, so you automatically turn on flashlight)
THROW WATER (it stops robot in its tracks & its deactivated)
SHOOT DOOR (north door opens)
N
(EXAMINE SLOT) (it's 7 inches long)
INSERT BOX (you have defused the ship, but the Krenn will be back some day)
***THE END***