(This is part of my journey playing through Space Quest III. You can follow the entire series on the Nostalgia Lane page.)
Let’s get serious about getting off this garbage scow, shall we? Time to pick up everything we come across and…
Roger keeps returning to the conveyor belt because he didn’t have the most well-adjusted childhood. That’s not a playground, Roger. That’s a thousand and one ways to die, as programmed by Sierra. You have to stand up and jump rather quickly to get to the save ledge, although this is made easier by the fact that the game pauses when you start typing commands. The text parser also remembers the last command you’ve entered. Those are welcome changes from the previous games!
Roger hops into the high-tech claw machine and takes it on a merry ol’ spin around the garbage ship. The goal here is to pick up a warp motivator from the very first screen and then plop it into this shuttle here. I’m so proud of myself that I did it on my first try.
Also, giant LEGOs and Tinker Toys. What planet has this ship been scavenging from?
Roger jumps out of the grabber and falls down a chute into this more sinister area. I say “sinister” because rats start peering down from above and the “Jaws” theme begins to play. I’m sure that this will end with laughter and birthday cake, however.
He has to go all the way back to the rat nest, reclaim the generator, and take their ladder once and for all. Considering that these rats have wired up the lights, I’m thinking that they’re smarter than the average rodents.
Roger fixes the ship up with the generator and starts the pre-launch sequence:
Roger’s education in ship piloting is an *ahem* crash course in fun. Between smashing the thing and accidentally blowing himself up, it’s a wonder the game doesn’t install itself on me. But good news — once I learn the sequence, Roger is outta there!