(This is part of my journey playing through Space Quest II. You can follow the entire series on the Nostalgia Lane page.)
I want to start today’s adventure by showing the game over message. There’s nothing about it that I do not like, from the insult “wing nut” to the fact that the entire internet is watching me blow it. It’s so polite, isn’t it?
Swinging past the monster and landing on the left ledge is a hair-raising experience. You have to be patient to wait until you’ve got enough momentum, which means that you’re going to endure at least three swings where the monster is taking swipes at you. Let go after the third swing and you’re golden.
Man, it’s a really good thing that I picked up that gem from way earlier! Here’s another good example of how you could get to a point in the game and, if you hadn’t done something very specific earlier on, you’d be at a dead end with no way to go back and fix it. Modern adventure games have long since abandoned such tactics.
To get out of the canyon, you have to say, literally, “the word” to the little guys to get them to help you escape. Murdering them, unfortunately, is not an option no matter how frustrating their giggles might be.
This marks the beginning of another frustrating sequence, this one tasking you to navigate a cave maze in which you can only see a very little bit of it at a time. The overall goal is to go as far south and east as possible, but it involves a bit of backtracking to make it happen.
This is a tricky part. To get through the wall, Roger has to blow his terror beast whistle — and then almost immediately toss the cubix rube that he better have picked up from the very second screen in the game to the beast or else get pounded flat.
I think that this is the most detailed picture of Roger Wilco that we’ve seen to date. Anyway, after all of his trials and tribulations on Labion, Roger has a ship and a will to get out of there. Blastoff!