The Space Bar by Boffo and Rocket Science
distributed by SegaSoft
Partial walkthrough by Raven - raven@redraven.com
This is by no means intended as a sequential walkthrough, but as a reference
for when you get
hopelessly stuck. These hints are divided into sections for Emp/Tel
flaskbacks, followed by
a section on the Bar area itself. I'll assume you check your vidmail when
your message light
blinks.
Note - time spent in the Bar is critical (Flashbacks are more forgiving).
You should keep a
saved game with very few wasted moves which you can restore when you've
poked around. You'll
need to make an arrest by 22:50, when the game ends.
Emp/Tel Flashbacks: These are achieved by GREETing a character, then
CHATting with them until
a flashback is triggered. Not every character in the Bar will trigger a
flashback. Once
you're in a flashback scene, check your log for information.
FLEEBIX & THUD: (at the bar)
First chat with Thud. Once the flashback is triggered, all you must do is
pick up the cup and
go outside. If you hang around, you'll hear Fleebix tell you to do just
that.
(Relax, they get harder.)
Chat with Fleebix. Read the audition notice. Click on the door to your
house to call to Thud
and order him (?) to "take the cup." Then tell him to "come outside". Look
in the cup, and
Thud will remove the bus token for you. Wait for the bus then click the
token on Thud and
ORDER him to "board the bus". Wait for the next bus and he'll carry you
aboard bound for Glom
Hole.
Order Thud to "open the mailbox" (use the Thud shortcut bottom-right), then
to "get the letter"
and "open the letter". Read the letter, order thud to "take the mailing
label" and read it.
By now you should have been buzzed and seen an explosion. Head towards it.
Zoom in with the
magnifying glass and order Thud to "take the nav dial". Exit the close-up
and read the box.
Examine the 'to' and 'from' addresses. Pick up the mailing label and click
on Thud (again,
bottom-right) with it. Order him to "lick the label," then to "paste the
label on the box".
(Surprise, another fouled effort.) Exit the close-up and have Thud "take
the box." Head back
to the mailbox and have Thud "drop the box". Enter the box and wait to be
transported.
(Now's a good time to examine your inventory, like your newly-aquired nav
dial, if you wish.)
Once you're in the truck, exit the box. It's important you hang around here
long enough to
overhear the destination code for the Quantelope Lodge. While you're
waiting, examine and
read the small box, then have Thud take it, open it, and get the crystal
from it. After you've
heard that the destination code is 42, enter the box and wait to be
delivered.
When they leave to get their nav dial, quickly exit the box, have Thud drop
the nav dial, then
re-enter the box. Wait for them to come back and leave again to get
goggles. Exit the box,
zoom in on the scooter control panel, have Thud set the nav dial to 42,
(He'll screw up this one
too - don't panic) then re-enter the box. Wait to be delivered to the
Quantelope Lodge.
When things quiet down, exit the box. Order Thud to climb the clock tower,
then to come back
down. He'll tell you what he saw. Order him to climb the tower, then to
press the yellow
button, then to come back down. Read the status report - looks like a
crystal is broken
(the one with an "X"). Order Thud to climb the tower, then to press the red
button, then to
pull the lever. He'll return with all the crystals. Have him climb the
tower again.
Counting from the top on the status report and going clockwise, number the
crystals 1-5. Have
Thud replace the crystals (by putting a crystal - starting with Crystal 1 -
in the slot, then
turning the knob, then putting the next crystal in the slot, etc.), but when
you get to the
damaged one, use the crystal from the small box instead. Have Thud pull the
lever when you're
done. If you wish, you can press the yellow button for another status
report to see if you've
replaced the broken crystal - all the positions should now read "o". Have
Thud press the green
button, then the blue button and the clock will reset. Have Thud come down
and knock on the
Lodge door.
The shipping simulator was pretty easy, but it may be randomized. Just try
to ditch heavy cargo
early and try to take advantage of the low numbers for fuel usage. If the
tests aren't
randomized (I don't think they are), and if anyone has problems with these,
I'll include a
moves list in the next version of this walkthrough. After three of these,
you'll learn you are
to report to Fringel II. See the Bar section for what you can do with this
info. End of flashback.
SOLDIER 714-Z-367: (bartender)
Remember, scroll lock will toggle the compound eye graphics. Toggling this
off will make it
easier.
Roll the egg to the Mess Hall, then follow it there. It's wedged in a
doorway, so go to the
food preparation area through the door to the right. From here, exit
through the other door,
take the pike, go through the rounded door, and push the egg. Enter the
mess hall, and go
straight through back to the great hall. Pry the lift doors with the pike
and enter them.
Take the outdoor access card from the floor. Enter the mine tunnel on the
left and continue up
the tunnel until you get to the mine cart unloading area. Examine the
control panel - these
buttons control the security doors - three can be depressed at once.
depress the black
button - this one must be depressed. I chose green and yellow as the other
two for now in
order to make the mine maze less frustrating. (I haven't mapped the maze
yet, so the exact
moves will be in the next version of this file.)
Head through the newly-opened black door into the mine maze. There are two
objects to find in
here: a hairball and a ventilation access card. I don't know if their
locations are randomized.
(My hairball, for example, was through the first green door - the next black
door led back to
the battlestation.) After you get the hairball, you can return to the mine
cart unloading
area, disable the yellow button and select the "down" button to open the
chutes. I found the
ventilation card at the bottom of the first chute. Head back to the mess
hall - if you come
out of the maze near the mine cart unloading area, you can bypass the maze
by using the outdoor
access card in the card reader next to the closed gate.
Head through the right door to the swimming area. Take the plunger, and
throw the hairball
into the water. Wait a couple ticks for the water to flood through the air
duct. (If you look
at your map, you'll see where it will come out.) Return to the mess hall
and roll the egg to
the food preparation area. Go to the battle station and use your outdoor
access card in the
card reader next to the gate. Enter the lookout. Aim the spear cannon
right, so it's pointing
at the middle of the river. If you like, you can fire it and reel it in to
get a fish. Pick up
the spear from the cannon, then mount the plunger on the cannon. Head to
the food preparation
area.
Zoom in on the ventilation duct, then slide your ventilation access card
through the card reader.
Open the grate and exit the close-up. SAVE YOUR GAME HERE! Roll the egg
into the river and
quickly enter the ventilation shaft. You'll emerge on the bridge - quickly
fire the cannon
(with the plunger loaded) and you should hit the egg. If not, restore.
Reel it in, open the
gate to the unloading area, and roll it that way. Follow. Again, SAVE YOUR
GAME HERE! The
map is useful here for keeping tabs on the egg's location. The idea is to
push the egg, then
rush through the maze to beat it to the shuttle area. Make sure the "down"
button is pressed,
then push the egg. I hate mazes, so upon entering, I went green, down,
black, ran along the
tunnel (ahead of the egg now) to the last door on the right, then green,
black into the shuttle
area. I'm sure there's a better way to do that, but if you're quick, this
should work.
Quickly roll the egg to the shuttle. You'll learn the combination to
Soldier's brooch.
End of Flashback.
SEEDROT: (Vedj at a table close to the band)
Read through your log to discover that you need to drop a fruit and why.
The first order of business is to turn on the TV. You'll have to sit
through a lot of this!
You're listening for four phone numbers - three commercials: for Nitrogen
Fixation Attractor,
for photography modelling, and for a free day of beauty. The last number is
for "Dr. Root's"
call-in show. Feel free to poke around while listening to the TV. Channel
1 is the most
useful, while channel 3 is the least. Once you have the day of beauty
number
(leaf-flower-flower-fruit), you can call it to get rid of your mom (she'll
leave soon after you
call). Also, once you have Dr. Root's number, turn off the TV and call
(flower-flower-fruit-fruit) - turn the TV back on after you've called if you
don't have all
the numbers yet. When a channel starts to repeat, change channels. (I got
the day of beauty
number and Dr. Root's number from channel 1, photography on channel 2
(mushroom, root, pine cone, mushroom.), and NFA on channel 4 (mushroom,
seed, seed, seed).
Meanwhile, pick up the collar at your feet (uh, roots) and put it on the
sheeplant. Poke
around or wait till your mom leaves (sorry), then stash the spoon, and look
under the table
for a key. Unlock the desk with the key, open the drawer, and stash the
book (you learned
from Dr. Root to fantasize about a picture to drop a fruit). Open the book
and leaf (sorry)
through it till you find a picture you like - I thought page 5 was
appropriate - then
"mark page and close".
Zoom in on the control panel. Move retractor 3 to the zero position to get
rid of the sheeplant
(did you notice the 3 on the collar?) If you've tried to bloom one of your
buds, you've found
that it's not getting enough light or water to bloom. So, we'll move all
the lights to
maximum (far right). Now, for the water. Look at your map (and zoom it).
See that water main
just under your roots? OK, zoom in on the control panel again and set the
ground temperature
to one notch above zero. Wait till you get a warning about frostbite, then
wait some more.
Listen for the sound of the water main breaking, then set the ground and air
temperature to max
(100).
If you've got the photography number, call it. When he shows up, just do as
he asks. While
he's there, put the spoon in his camera bag. (If you examined the bee or
asked the photographer
about it, you'll know it's a homing bee. It will follow him when he leaves
and return laden
with his pollen. Kinky!) So, just rustle your leaves (pan up and click on
one), then raise
them, then stroke a bud.
Once you've made some gallons by modelling, call the NFA number to order
some. When it arrives,
examine and read it if you like, then pour it on you (using the portrait
lower-left).
By now you should have gotten a message saying your roots are now toasy warm
and another saying
it's getting nice and swampy in here. Click on bud 3 (left of the roof
support) and select
"bloom." Wait for the bee to show up over the pink plant, then dim the
right bank (the light
over the pink plant). The pollen-laden bee should be attracted to your
flower. You've been
pollenated! (and you'll grow a fruit.) Now just fantasize about the book
to drop your fruit.
You'll learn which page Seedrot prefers - the one you chose. See the Bar
section for details
on how to use this info. End of flashback.
CLICK: (the Auditon in the balcony over the casino)
You begin with a note telling you the alarm code - make note of it (4650).
Check your log and
read your email. Most important is the cerebomb recipe. Auditons "see"
with sound, so click
on the clock and set the alarm. While it's ringing, you should be able to
see the objects on
the table. Take the jelly jar and the Doz tablet. Click on the waterfall
and select "reach
hand into". Enter the waterfall.
Pick up the basket with rope, and drop it through the west window (you'll
hear a splash). Pull
up the basket and remove the eel from it. Put the jelly jar in the basket,
pick up the basket,
and drop it through the east window (you'll hear licking). Pull up the
basket, remove the jar
(which now contains Slathercat saliva), and stash the jar.
Zoom in on the right side of the table to see insects and the jars they
escaped from. Stash
the insects (though you don't really need the dragonfly.) Exit the close-up
and click the
center of the table to examine the drug processor. Save here, just in case.
You can find out
which insect is which by putting it in the processor then pressing the green
button, but you'll
have to restore. The red button flushes the contents of the processor. OK,
put the sprig of
flutterweed, the butterfly (crackle snap pop), the eel, and the saliva from
the jar into the
processor. Click on the mantis (crunch crunch) and select "pull leg off" (I
just love these
wholesome games!) Put five mantis legs in the processor, as per the recipe.
Press the green
analyze button and you should automatically stash the cerebomb. Head back
through the
waterfall.
Examine your remote controller and enter the alarm deactivation code (4650).
Exit the
safehouse. Answer the phone by zooming on it and clicking "talk". Exit
whenever you're ready.
The map is helpful here. Head East, north, north, west, SW. Pick up the
lunch pail and put
the cerebomb in it. Head NE, E, E, and reach your tail into the flashing
knothole to get a
phone token. Head S, W, S, W then examine your remote and enter the alarm
code before
proceeding W into the safehouse. Save your game.
Wait for the alarm to reactivate (that's the buzz you hear), then exit the
safehouse without
entering the code - that should get the cop's attention. The idea here is
to avoid the cop
and get to the platform he was originally on. So, quickly go E, N, E. When
the cop is on
the platform immediately to your west, go N, NE, then E. That'll piss him
off. (You can call
him on the pay phone and taunt him if you wish - just club the phone to get
your token back.)
OK, enter the spaceport and read the notice on the wall - note the phone
number for the head
queep trainer - this varies from game to game. Exit the close-up and
examine the locker with
the green light over it. Click on the green light and select "press tail
to". The locker will
open and you can stash the quiet device. Put the lunchpail (containing the
cerebomb) in the
locker and exit the close-up. Go back outside. Put the token in the
payphone and call the
Happy Branches telemarketing number (it's in your log - 88300). At the
menu, press 2 to
sign up a 'friend' for this call, and enter the number for the queep trainer
you got from the
notice. Enter the kennel. The trainer should be distracted by the phone.
Read the logbook
and make note of the rotation schedule. Notice which queeps are missing
from the cages (they're
currently on duty), select the Doz tablet and choose "break". Work out the
rotation schedule so
you'll know which food dishes to put the Doz into - or you can just save,
wait till the watch
changes, and restore. (For example, A & E were on duty in my case, so I put
the Doz in bowls
D & I) Anyway, after you've drugged the appropriate bowls, head outside and
wait a few ticks
for the guards to rotate - you can re-enter the kennel to see when this
happens: the two cages
that were originally empty should be occupied, and two formerly-occupied
cages should be empty.
If the empty cages aren't the ones you drugged, restore and try again.
Enter the spaceport. The queep guards should look suitably drugged. Zoom
in on the locker
where you put your cerebomb and press your tail to the red light above the
door. Take the
lunch pail, turn on the quiet device and put it in the pail (along with the
cerebomb). Hold
your breath and walk through the arch. You'll learn Click's lucky number -
see the Bar section
for details on how to use this info. End of flashback.
BETTAKER: (aka "Dirtkicker" - Bibblebonk bonkier in the casino)
You can search the trashcan for an unusable chip if you like, and you could
also vacuum up the
remnants of your shattered memory chip. We've got to get this graffiti off
your face! Head to
the barber shop, where you'll find another useless chip. Sit in the
barber's chair, greet the
barber, then order him to give you a facial. (Oh, go ahead, get a manicure
and a scraping while
you're at it - looks like you had a rough night.) Exit the barber shop and
you should soon meet
Veeblecoach, who will transport you to the stadium.
Turn on your radio receiver by clicking on your portrait to the lower-left.
Wear the colorful
cloth strips, the steel-tipped booties, and the leg pads. Stash everything
else. (If you're a
veteran adventure game player, that is. The club is the only other item
that will prove useful.)
Wait until the radio announces you (Dirtkicker), then pick up your club
and head out onto the
field (with club in hand) for your ovation, then return. If you are
improperly equipped, the
announcer will let you know. In the meantime, you can amuse yourself by
reading the rulebook
and poking around.
Hang around listening to the events until the "arguing with the referee"
event comes up. The
visitors go first, so pay attention to what he does. When he's done, go up
the steps onto the
field. Zoom in on the ref. Argue with him twice. Curse him twice. Kick
dirt onto him twice.
Bump him twice. Hit him twice. Hit him with your club twice. You should
win the match and be
spirited away to the President's talk show.
As soon as you can, pick up the black chip from the floor and install it by
clicking it on your
icon and selecting "put in". Pay attention to the PIN number, then chat
with the President.
You've learned Bettaker's PIN - see the bar section on how to use it. End
of flashback.
CILIA: (Triseck singer in the band - you'll have to catch her on break, I
caught her around
19:28)
Check your log - it says to use the QWERTY code in R mode to decode the tips
there. If you want
the hints, you've got to do it manually. Look down at your keyboard
(Really, YOUR keyboard),
and shift each letter one space to the left. You should get something
like:
1. Override lock controls to pass inspection station
2. Use a barge train to block police boat
3. Grentilbeasts love Babaloo meat
Spin around and stash the drill from the wall, then exit the house. Open
the locker and stash
the gas can. Soon your other mate will arrive. When he does, board the
rowboat and untie it.
Click on the barge, tie the rope to it, then board the barge. Wait until
you get to the lock -
you'll see signs telling you when you're near. At the lock, exit the
barge.
Zoom in on the police boat, and take the motor. Put the motor on your
rowboat, then fill it
with gas from the gas can. Enter the control tower and read the notes
posted about. Examine
the control panel. The top number is the river level downstream, the middle
number is the river
level in the lock, and the bottom number is the river level upstream (where
you came from).
Enter the code you found nearby (617), and raise the lever. Wait for the
middle number to
equal the top number, then lower the lever. Press the top button, and your
barge should enter
the lock. Now raise the lever and wait for it to max out at 10 - the lever
will automatically
return to the center position. Exit the close-up and press the emergency
override button to
your left. Quickly exit the tower towards the police boat, and you should
be back on the
barge. Wait for the surge of water to whisk you past the inspection
station.
Wait for the current to carry you past two more signs, then board the
rowboat, untie it, turn
on the motor, and steer it. (Barman offers to steer for you, how sweet.)
Head to starboard -
away from the barge toward the tower. Turn off the motor to save gas, then
tie the boat to the
dock. Exit the rowboat and head for the tower. Save here. Examine the
control panel. You
need to ride that single barge while using the barge train to block the
police boat. The rocker
switches turn on and off the artificial current, and the levers determine
its direction.
Try this:
Turn on the middle switch and reverse its direction. Reverse the direction
of the bottom
current by flipping the bottom lever. Wait. Turn on the top current by
flipping the top
switch. Wait twice. Turn off the top and bottom currents. Reverse the
direction of the
middle current by flipping the middle lever. Wait. The barge train should
be blocking the
middle channel, and the single barge should be at the far left of the lower
channel. Turn
off the middle current, and turn on the lower current. Reverse the lower
current so that it
points right. Exit the tower, board the rowboat, untie it, turn on the
motor, and dock with
the barge (click on the barge, tie the rope to it, and turn off the motor).
This rowboat is
going to blow your cover, so pick up the drill and drill it. You'll
automatically board the
barge as the rowboat sinks - just wait until you reach the loading dock,
then exit the barge.
If you like, you can examine and read the Shangri-La II brochure on the
floor. Examine the
crates. Given the choice, you know you want to choose the grentilbeast's
crate - it's the only
one that sounds dangerous, and it's bound for Armpit VI. Remember the clue
in your log...
Pick up the sandwich from your inventory, and hold it up to the airholes.
Next, throw it into
the water, and press the button which opens the crate. The Grentilbeast
should follow the
scent into the water. Get in the crate and wait. (Pay attention to what
the soldier says as
he reads the letter) You've learned Cilia's contact - see the Bar section
for how this helps.
End of flashback.
DEVIN - 7: (Sraffan who arrives around 19:40. Can be found in the raised
booths just outside
the casino)
Time is critical in this flashback - save as soon as you trigger it. Zoom
in on the computer
console, then sit at it. Read the bios, email, deal status, etc, then
restore your game.
There's probably a better way to do this - I'll work on it for the next
version, but this
should work. Right; send Lentil to deal with the Environmentalists, and
the rest to deal with
the politicians. Exit the close-up and head up the stairs.
Click on Irk, greet her and chat with her about her terms. Head back to the
computer console
after she's said she's downloaded her terms to you. Check on negotiations.
You can click on
the "current time" line to advance the clock. When Lentil is free, if her
negotiations with
the environmentalists were successful, dispatch her to meet with Yeef-8.
Your other team
should be able to talk down the politicians. When they do, send Zig and
Norg to Dork.
Send the rest (including Lentil, who should be done around now) to Swonza-5.
Exit the
computer screen and head down the back hall.
Knock on the bathroom door to talk to Quosh. Be nice - validate his
neuroses, tell an anecdote,
then head back to the computer console.
I bet there's a better way to do this, but I talked down the politicians,
environmentalists and
Yeef, got Swonza-5 on-board, and talked up Dork and Gild. Then selected
Dippik, Vebbil, Gild,
Dork, Rawley, Jella, and the Mineral Mart for Rg. Just barely broke even.
Still, it was
enough to successfully complete the deal and learn Devin's secret password.
Back at the bar,
bet him that you can guess it and you'll win a high frequency jammer. See
bar section for what
to do with this. End of flashback.
THE SHIFTER:
Break the window to exit onto the balcony. Examine the flower vines to
sneeze open an escape
route (really). You learn the Shifter is allergic to Teleweed flowers. End
of Flashback.
THE BAR:
While still in the entry area at the beginning, examine the terminal (come
back around 18:90)
and turn on your Voice Printer.
After you complete Soldier's flashback, search the DrinkVendor 2000 (behind
him), then click on
the brown bump upper-left. Open it with Soldier's brooch combination (in
your clue list), and
stash the key.
In the kitchen is an energy detector, and you can tear off a piece of tin
foil. If you open
the energy detector, you'll discover a rag that's being used to silence it.
Press the history
button to download its records. (Those energy spikes relate to the
Shifter.) Zoom in on the
megawave, open it, put the tin foil into it, and close it. set the timer,
then press the
button - that'll ditch the cook for a few ticks. Unlock the store room door
with the key
you got from Soldier's brooch. Enter the store room and stash the nose
plugs.
When you get a message from HQ telling you to consult a computer terminal on
the Kur'pupu,
go back to where you started - around 18:90 the terminal should be fixed.
While you're here,
snag a battery for your residue printer from the advertising sign. Once
you've read about the
Kur'pupu and completed Fleebix's flashback, go chat with him and propose a
deal - he'll trade
you the frequency for his destination. Set the jammer you get from Devin-7
to the number
Fleebix gives you and you should be immune to the shapeshifter's neural
scan.
You'll need to find an antidote to the poison dart that's headed your way.
Complete the Click and Seedrot flashbacks, and discover the body in the kelp
trap in the Lily
Pad (after 19:50) . Search the body to recover a microdart. Don't hang
around! Go to Click's
locker (second from left) and enter his lucky number as the combination
(2569). Take the
cerebomb (residue print it if you like), go see Click and ask him about the
microdart. Chat
with him, but refuse to show him the cerebomb - tell him his combination
instead. A deal will
be reached - an antidote for his stash. Give Click the cerebomb and he'll
tell you to get a
Vedj fruit and how long to megawave it. To get a fruit, snag the plastic
fruit from the table
near the restrooms, then return to Seedrot. Open her book, turn to the page
you selected
before (check your log under "clues" if you don't remember), and order her
to look at the
book. When she drops her fruit, replace it with the plastic fruit, then
head for the kitchen
(also near the restrooms). Megawave the fruit for the duration Click gave
you, then eat the
fruit. You'll be immune to that nasty little dart. Now you can discover
the repairman's
corpe in the Steamy Parlor off the back corridor.
Around 20:00, you'll lose your voice printer, residue printer, and energy
detector due to
infrared jamming.
When you have the nose plugs, go to the bar and zoom in on the DrinkMaster
2000. According to
the computer terminal, Oy-Vee-Ai prefer drinks that contain mercury. Turn
on the DrinkMaster,
select "list all ingredients", select mercury, select "What drinks are made
with this?", and
order one of those drinks (My choice was Full Metal Jacket). Go back to the
Lily Pad, turn
around to face the door, and pan down - look in the water to find (and get)
an underwater
light. Then head for the Moist Grotto (off the back corridor) and wear the
nose plugs.
Enter the water and notice the Oy-Vee-Ai. Exit and put the drink on the
floor grating -
It should surface and drink it. Enter the water and notice the infrared
jammer. Pick up your
underwater light from your inventory so you can stash the jammer. Exit and
turn off the jammer.
In the kitchen, you can hide behind the spice rack to overhear Borksh and
Paksha. In the
balcony over the casino, you can hide behind the vending machine to
overhear the Blobsters.
You can zoom in on the screen in Bettaker's chest - enter his PIN and read
the information
there - note the Recording Station access code. If you change the
Bibblebonk odds, make sure
it's worth it. After you win big, you can hold your credit chip up to the
monitor in the
catwalk over the casino to get a meeting with Gorb. Unplug his stimulant
sprayer, and use
the Recording Station Access code (from Bettaker) to open his video cabinet.
Click on the
vid disk and select "put in", then hit the rewind button. Hit Play, thrn
fast-forward to
cycle through the cameras.
In exchange for her contact's name, Cilia will agree to help you keep an eye
out for suspicious
characters in the Bar. Later she'll give you a vid disc she found in the
bathroom - you can
use the recording station to view it. That looks like the shifter shifting
into a Napthaleen...
Sometime after this point, if you keep checking your vidmail, you'll enter
an emp-tel flashback
with the shifter himself.
Once you've viewed Cilia's viddisc and learned the shifter's weakness from
his emp-tel flashback,
go to the DrinkMaster 2000 and order a drink made with Teleflower petals
(such as "Heaven in
a Blue Gourd). Give it to the Napthaleens to induce a sneezing fit from the
shifter. Endgame.
Ah, yes, the legal stuff:
The Space Bar is copyright 1997 Rocket Science Games, Inc., Boffo Games,
Inc., and SegaSoft.
SegaSoft is a registered trademark of SegaSoft Inc. The Space Bar is a
trademark of Boffo
Games, Inc.
This partial walkthrough copyright 1997 Ken Crosby - raven@redraven.com
All rights reserved