SPACE QUEST: VOHAUL STRIKES BACK
WALKTHROUGH - PART 1
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This walkthrough was written by Frodo
for Janitor In Space
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Aluminum Mallard
Take DUCT TAPE that is sitting on the ramp controls. Talk to Beatrice,
and ask about everything. When conversation is over, have a look
around the ship. Search the Captain’s Chair to find MALLARD
RECOVERY DISC. In your Inventory, open MALLARD RECOVERY DISC
CASE to find… MALLARD RECOVERY DISC. Now use the Computer,
press the Power Button to turn it on, and use RECOVERY DISC in the
disc drive. The computer, as a throw-back to copy protection schemes
of old, asks you for some data from the manual. Simply use MALLARD
RECOVERY DISK CASE on the computer, and Roger will begin counting
pages numbers, paragraphs words etc. Remember the frustration, if
you mis-counted! Anyway, Bea gets a tad impatient, takes over, and
gets past the anti-piracy system. Open the hatch above you, so that
you and Bea can climb out. Now watch the cutscene as Bea is
kidnapped. It’s up to you to rescue her.
RADON PLANET - SURFACE
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Take a look around you. Take a piece of WINDSHIELD GLASS from the
ground. Walk up, and take BLANKET from the tree. Now walk right,
and then down to the snowman, and look at the snowman. Try to take
WALLET from the snowman, but it’s frozen in there.
Walk up twice, and look at the huge skeleton. Take BONE from the
skeleton head. Search the eyehole, and you’ll discover a cave inside the
skeleton.
RADON PLANET - FURKUNZ VILLAGE
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Inside the skeleton cave, walk right, then follow the path, past the pool
of water, until you reach an ominous cave. Enter the cave, and you’ll get
beaten up by 2 of the natives.
When you come to, the Furkunz introduce themselves, and apologise
for beating you up. It seems, they accidentally mistook you for one of
those horrible ape men that live on the surface. They would like your
help to defeat the ape men, and reclaim their home, so they don’t have
to hide down here. They give you free reign of their underground
village.
Approach the bar, and look at everything. Talk to the Shady Character,
and ask about everything. Well, he’s not much help. Talk to the Bar-
tender, and ask about everything. Make sure you order a drink, and
when he brings the glass, take the pink paper UMBRELLA. When
conversation is over, stand up, and leave the bar. For a bit of fun, talk
to all the tents in the area.
Walk down to the hut, and look around. Talk to the Shady Character
(Werg), and ask about everything. Somehow, you find out about the
Thieves Guild. You ask to join, but you must prove yourself by passing a
test, first - you must steal the Almighty Bottle from the Shrine. Piece of
cake! When you’re ready, leave the hut.
Walk right to the stone table. Talk to Finkle, and ask about everything.
Finkle wants you to stop Lewdy (his associate) from blowing up
Vohaul’s fortress, and find a more peaceful way to defeat Vohaul that
doesn’t involve killing the ‘innocent’ ape men. Things are starting to get
complicated here!
Walk right a bit more, talk to the priest, and ask about everything. He’s
guarding the Almighty Bottle - the bottle you have to steal to prove
yourself to Werg. But you have no chance of getting the bottle while
the priest is guarding it - you need to distract him somehow. When
conversation is over, walk up into the storage room and make a mess.
While the priest is busy cleaning it up, quickly switch your EMPTY
BOTTLE with Shrine bottle. Well done Roger, you now have the
sacred MC COLA BOTTLE.
Now walk left a little bit, so you see the 3 Furkunz in a group. Talk to
the 3 Furkunz, and ask about everything. You find out about Merf, who
is suspected of stealing some top-secret plans.
Go down to the hut, and talk to Werg. Give him the MC COLA
BOTTLE, and he now makes you an official member of the Thieves
Guild. He tells you the secret password, then tells you to find the
‘equipment guy’ - only the real ‘equipment guy’ will respond to the
secret password he told you.
Leave the hut and go back to the bar. Talk to Rulf and use the secret
phrase. Now you’ve identified yourself, talk to Rulf about everything.
When conversation is over, you end up with a handy LOCKPICK.
Leave the bar, and go back down to the hut. Try to open the door, but
it’s locked. Never mind, use your new LOCKPICK on the door, then
enter Merf’s hut. Inside the hut, have a look around. Merf has some
really interesting things. Don‘t open the safe yet - you‘ll wake Merf up.
For now, take FLASHLIGHT from shelf on the left (next to the pirate
doll), and take CAN OF ANCHOIVIES from the air conditioning unit on
the right. Now pull out vacuum cleaner from the right, into middle of
the room (you acquire VACUUM CLEANER REMOTE, in the process). In
your Inventory, attach some DUCT TAPE to the FLASHLIGHT, then
attach FLASHLIGHT to the vacuum cleaner. Finally, place BLANKET
over the vacuum cleaner. It now looks like a ghost - this will scare Merf
away if you wake him up. Now try to open the safe. You’ve no idea
what the password is, so just type in anything for 3 tries. Now click on
the ‘Forgot Your Password?’ message. Choose the ‘Who Is Your
Favourite Caveball Player’ question, and type in ‘Feckham’ as the
answer (you saw it on the poster here), then click on ‘OK’. Now type in
the new password ‘Feckham’. Unfortunately, the safe was rigged with
an alarm. Quickly hide in the top-right corner, then when Merf appears,
use VACUUM CLEANER REMOTE on the vacuum cleaner to scare him
away. Poor guy! When the coast is clear, take FORTRESS PLANS from
the safe, then close the safe. Now leave the hut.
Walk right, back to the centre of the village. Now head up into the cave.
Take path at bottom-left, and make your way back to the surface.
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RADON PLANET - SURFACE
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Okay, you have a lot of work to do, so let’s get started.
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Walk down twice, so you are at the snowman again. Smash snowman
with the BONE, and then take WALLET from the destroyed snowman.
In your Inventory, open the WALLET to find 489 BUCKAZOIDS and an
ID CARD. Nice haul!
Go up twice, left twice, and up once to the beach. Talk to Al, the robot
in charge of the beach and the store. Gotta love Al’s sarcasm (hee hee
hee). Anyway, ask Al about everything, and agree to pay him 500
BUCKAZOIDS to enter his resort. When Al has gone, take BUCKET
from the sand. Enter the Resort Store, and look at all the interesting
merchandise - a nice nod to other adventure games! Talk to the Clerk,
and ask about everything. Agree to take the Clerk’s Feedback Survey,
and fill it out however you want. Now leave the shop.
Walk down one screen, and then all the way right, so you are back at
the skeleton. Climb in through the eyehole, so you are in the cave again.
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RADON PLANET - FURKUNZ VILLAGE
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Follow path down to the pool. Fill your BUCKET with water from the
pool. Now head up the path, and return to the planet’s surface again.
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RADON PLANET - SURFACE
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Make your way back to top-left of the map, so you are at the beach
resort. Enter the shop, and pour BUCKET OF ICE COLD WATER on Al.
Wow, he’s really gone to pieces now! Look carefully at shelves on the
left, and try to take the Teddybeard pirate doll. It’s too expensive for
you, so you just get the FAKE MOUSTACHE for free. Ask to take the
survey again, and fill it out however you want. Now leave the shop.
This time, you get to keep the CLIPBOARD.
Go down once and right twice, back to the skeleton. Climb in through
the eyehole so you are back in the cave again.
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RADON PLANET - FURKUNZ VILLAGE
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Follow path down to the pool. Head right, then right again, and follow
path to the electric fence.
BOOT CAMP
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This electric fence surrounds the boot camp. Walk right, to the
Entrance Guard. Attach FAKE MOUSTACHE to yourself, and then talk
to the guard. Show him your ID CARD and your CLIPBOARD. DO NOT
accept the tea he offers you. He makes it so confusing - luckily you can
just ‘Try Again’ when necessary. Finally, you are given permission to
enter the boot camp.
Pick up CUP OF TEA, but remember not to drink it. Walk up, and look
at the ape kid, Rupert. The poor little guy looks bored. Talk to Rupert
and ask about everything. But as hard as you try, you can’t persuade
him to give you his PUZZLE.
Walk right to the Smarm Vending Machine and use BUCKAZOID in the
Smarm Machine to get a CAN OF SMARM. Talk to ape technician, and
ask about everything. Talk to Ned and ask about everything. He seems
rather nervous when asked about that big cupboard.
Walk left again, and give CAN OF SMARM to Rupert. The juice spills
everywhere, and little Rupert gets covered in sticky Smarm juice, so he
throws the can away. You automatically get EMPTY CAN OF SMARM,
and SMARM PUDDLE. Talk to Rupert again, and ask if you can borrow
his PUZZLE. This time, because the PUZZLE is all sticky, he gives it to
you. But he’s bored now. Press the alarm button on the post - the
commander shows up and orders the ape guard back to his post,
leaving you unguarded!
Enter the medical tent, and talk to Doctor Nelzo about everything. He’s
certainly one unique doctor! Have a look around the tent if you want,
but you can’t really do anything. When you’re ready, leave the tent.
Go up to the next screen, talk to the guards, and ask about everything.
No matter what you say to the guards, they won’t open the gate for
you. Walk left, talk to the General Forksmith, and ask about everything.
He seems very interested in that black rock (Minilith), for some reason.
Give BONE to the General - he tosses it in the air, it lands on his head
and knocks him out. Now search the General and take his KEYS. Now
notice the sewer entrances - one on each side of the fence. Try to open
it, but you’re not strong enough. Looks like you’ll need some help with
the sewers.
Head right, down, and right again, so you are at the Smarm vending
machine. Talk to Rodney and ask about the Health Inspection again.
When you have to ask him for something, choose ‘help me get in the
sewers’ from the list of options. Continue talking to him - apparently he
doesn’t trust the current doctor to examine him. So you’ll have to find
another doctor for him.
Walk left twice, into the Medical Tent. Talk to the doctor, and ask
about everything to learn how he was lured here, and how he longs to
leave, but he can’t leave without a permit. When conversation is over,
walk right twice, back to the Smarm vending machine.
Now look at that mysterious closet with a large metal padlock on it.
Use green CUP OF TEA with the closet, and it will melt the padlock right
off. Open the mysterious closet to find… something Ned wanted to
keep a secret. Maybe you could use this as leverage? A bribe, if you
will? Talk to Ned again, and ask about a favour. He gives you a PERMIT
that will allow the doctor to leave the base. The only problem now, is
that it has to be signed by the ape colonel. In your Inventory, smear
PUDDLE OF SMARM over the PERMIT to make it sticky. Now use
PERMIT WITH SMARM with the CLIPBOARD. Okay, let’s go and get it
signed then.
Walk up, so you are in the Ape Colonel’s tent. Give CLIPBOARD WITH
PERMIT to the Ape Colonel, and tell him it’s ‘the health inspection
report’. Tell him ‘everything is perfectly up to code’. He signs it without
even reading it!
Go left and down, and enter medical tent again. Give SIGNED PERMIT
to Doctor Nelzo, and give FORKSMITH’S KEYS to Doctor Nelzo. The
good doctor gives you a free sample of HAIR GROWTH SERUM before
leaving. Now watch the cutscene, which ends with Rodney opening the
sewers for you.
Make your way back to the (now empty) medical tent. Take SURGICAL
MASK from the trolley, and then leave the tent. Walk down to the
entrance gate, then right to where the 2 guards are. Take AIR
FRESHNER from the ground. Now return to the sewer entrance, and
climb down into the sewers.
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SEWERS
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Inside the sewers, SAVE YOUR GAME HERE. Pew, it really stinks
down here! In your Inventory, combine SURGICAL MASK with the AIR
FRESHNER to create a HOMEMADE GAS MASK, and use HOME-
MADE GAS MASK on yourself. Phew, that’s a lot better! The odour
from the sleeping spewters won’t be a threat now.
Walk right twice, and get slimed by the Penguin King (Yuck!). You
automatically return to the sewer entrance.
Climb back down into the sewers. Walk right, and look at pictures on
the wall. Move the big picture, and note the gears behind. Shove
EMPTY CAN OF SMARM into the gears. Now walk right again, and
watch how the Penguin King get slimed this time. The Penguin King
isn’t happy about this, and commands his penguins to take you back to
the tunnel.
For the third time, walk right into the Penguin King’s lair. Give the pink
DRINK UMBRELLA to the Penguin King. He’s touched by your kind-
ness, and allows you to pass through his lair. Before you leave though,
you should make friends with his penguins. In your Inventory, open
CAN OF ANCHOVIES, the give the opened CAN OF ANCHOVIES to the
group of penguins. Now pick up one of the PENGUINS.
Walk right to the next screen. Take note of the broken ladder to the
right of the archway. Now use PENGUIN on the frozen waterfall. As
you slide down, quickly grab the BROKEN LADDER. You manage to
catch on to the BROKEN LADDER, as the poor wee penguin falls into
the water below.
You emerge victorious, on the far side of the sewer entrance.
FORTRESS
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On the far side of the fence, walk right to next screen. Approach the
fortress, and enter through the main doors. Vohaul sits in front of you.
He has some prisoners - the Furkunz… and Beatrice - just to show you
he means business. He explains his latest diabolical plan - how he plans
to use the Moon Bomb to destroy the galaxy. He then taunts you by
showing both his prisoners, and giving you the choice of who to save.
It’s up to you who you choose.
Of course, it’s not really that simple. He tricked you - you’re only seeing
holograms of his prisoners. Watch the cutscene, which ends with
Roger captured in a Holding Cell.
INSIDE THE FORTRESS
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This prison cell isn’t very homely! Take HACKSAW, and use HACKSAW
to cut the bed post (not the chain) next to you. You can walk around
now, but you still have the MANACLE attached to your ankle. Take
BOOK from the bed, then in your Inventory, read the book, and take
note of the code (the codes change with every game). Now take
SPOON from the cereal bowl.
Now the adjacent cell is dark, and you can’t see what’s in there. Talk to
the adjacent cell, and ask about everything. Keep insulting him (see
those fists!) until he makes a crack in the wall. Stop insulting him now,
or he’ll punch right through the wall, and kill you. Anyway, use
SPOON on crack in the wall, then stick your hand in the crack\hole in
the wall to pull out some wires from the keypad, thus disabling the
force field. Your new pal in the cell next door doesn’t want to come
with you, but that’s his problem.
Walk left, and talk to Lewdy, who’s hiding in the ventilation shaft.
Apparently Lewdy has activated the self-destruct sequence. Yikes! You
better find a way to disable it ASAP! Try to use the monorail system,
and you’ll see a keypad. Type in the code from the book, and you’ll get
taken to the library.
Search the large recycle bin to find a list of TRAM CODES. Talk to the
archivist, and ask about everything. Notice that box of ‘Roger’s Stuff’
on top of the photocopier? Try to take ‘Roger’s Stuff’, but the archivist
won’t let you. Maybe you should try to distract him? Give BOOK to the
archivist, and while he is busy processing the book, take your STUFF
back. Now in your Inventory, use LOCKPICK on the MANACLE to un-
lock it from your ankle. It’s a relief to get that thing off! Walk left to
leave the library, and enter code for the Store.
Try talking to the clerk, but he’s rather… oblivious to his surroundings.
Look at the security camera near the door, and notice that the camera
wire has been cut. Use DUCT TAPE on the wire to connect the 2 ends
again, and fix the camera. It’s now harder to steal from the shop. Take
a bag of CATNIP from the shelf. Try to leave the shop, and the camera
will take your photo. Try to leave the shop again, and this time, enter
code for the Jail again.
You’re back at the monorail station. Give FORTRESS PLANS to Lewdy,
who is still hiding in the ventilation shaft.
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