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AdventureDoor • Walkthroughs • Space Quest V: The Next Mutation
Space Quest V: The Next Mutation
walkthrough
About this walkthrough
This is a complete walkthrough for Space Quest V: The Next Mutation.
Using this walkthrough will get you through the game with the least amount of time and wandering around, but may spoil the game and fun of exploring.
Following this walkthrough exactly as it is written should give a score with maximum points.
AdventureDoor walkthroughs use terms and phrases which try to match in-game texts as closely as possible. In some cases this means that walkthroughs have grammatical and typographical errors (such as "open door" instead of "open the door"), but it makes following the walkthrough easier while playing the game.
Items which can be picked up as new inventory items and items which can be constructed by combining or using other items are written with bold text for emphasis.
General information
"Save early, save often."
Space Quest V has many places where you can expect to die, or die unexpectedly. There are even certain points in the game where doing nothing but standing idle will get you killed. There are very few places in the game where you can't get a game over. For that reason this walkthrough doesn't instruct any special saving points.
StarCon Academy
- Watch the opening cutscene. If you chose to see the introduction, it's longer; if you chose to play new game, it's a bit shorter. In both cases Captain Quirk is kicking you, Roger Wilco, from the simulator where you are unauthorised. You are now inside a circular space station, where going either north (towards the upper part of the screen) or south (towards the lower part of the screen) four times will bring you back to where you left from. Going around will provide some gags here and there every now and then.
- Go to the classroom where the aptitude test is taking place. This is either once north or three times south, and then through the door that has a couple of students standing in front of it.
- When the test questions are in front of you, you can click outside the questions to observe the classroom. When the anti-cheat droid is watching the other way, look at the answers that the big-brained guy next to you is choosing. Click on his desk, not on him, to see the answers.
- Repeat the above 10 times to answer all questions.
- If you can't figure it out, the correct answers are: D, E, E, C, E, C, E, D, A, A.
- After the test, find the janitorial closet. The fastest way is to go once south, then open the door closest to the fourth wall (that means you, the player!).
- Pick up the Scrub-o-Matic and safety cones that fall to the floor.
- Go south, then take the corridor east, and finally take the elevator down to the lower level.
- Use the safety cones with the floor.
- Use the Scrub-o-Matic with the floor.
- Operate the Scrub-o-Matic. The goal here is to make the crest shiny.
- Watch a cutscene with Captain Quirk and Ambassador Wankmeister.
- Take the elevator up and then walk west.
- Watch the cutscene.
- Walk south.
- Check the test scores from the wallboard.
- Watch the cutscene.
Eureka
- Sit in the captain's chair.
- Command Flo to hail StarCon.
- Command Droole to lay in a course. Give coordinates to Gangularis: 71552.
- Command Droole again to go to lite speed.
- Watch a short cutscene.
- When Droole tells you that you are approaching the destination, command regular speed.
- When Flo tells about tracking a waste beacon, command Droole to activate RRS.
- Watch a short cutscene.
- Exit the captain's chair view.
- Exit the bridge through the door that is behind the captain's chair.
- Go to the trash compartment doors (white doors on the right side) and use the door controls next to the doors to open them. A relatively harmless creature jumps out that you name Spike.
- Search the Chief Engineer Cliffy's toolbox that is on the left side of the corridor, right where the pile of rotting garbage ends.
- Loot whatever you can take from the toolbox. Note that some items can be under other items, so you must move things around in the toolbox. You should be able to take four items: a high-voltage circuit fuse, anti-acid tablets, a laser cutting torch, and a hole punch.
- Clean up the toolbox and exit the toolbox view.
- Go through the door on the left that leads to the science lab and transporter room. Study the area if you like, but then go back to the corridor.
- Cliffy is complaining about Spike, so go back to the science lab and transporter room.
- Walk around in the room until Spike jumps at you, and after a short incident, Spike will end up in the inventory.
- Put Spike in the biological specimen container.
- Put anti-acid tablets in the container.
- Go back to the bridge.
- Sit in the captain's chair.
- Command Flo to give a status report if you don't remember where to go next.
- Command Droole to lay in a course. Give coordinates to Peeyu: 92767.
- Command Droole again to go to lite speed.
- When Droole tells you that you are approaching the destination, command regular speed.
- When Flo tells about tracking a waste beacon, command Droole to activate RRS.
- Watch the cutscene.
- Command Droole to lay in a course. Give coordinates to Kiz Urazgubi: 20011.
- Command Droole again to go to lite speed.
- When Droole tells you that you are approaching the destination, command regular speed.
- When Flo tells about tracking a waste beacon, command Droole to activate RRS.
- Watch the cutscene.
- Exit the captain's chair view.
- Exit the bridge and go to the science lab and transporter room.
- Stand on the transporter pad.
- Command transporter to energise.
Kiz Urazgubi
- Walk west around the pool, behind the waterfall, and out of this area. If you stay too long in any area, the annihilator android will show up. (In case you didn't notice it already, this part of the game is a parody of Terminator.)
- Walk east, don't enter any of the caves.
- There's a log that goes over to the other side of the canyon. Don't try to cross over yet. Instead, try to take a branch from the tree that is growing over the waterfall.
- After the branch breaks, and you fall down to the pool, pick up the branch that is floating in the water.
- Walk west around the pool again, behind the waterfall, and out of this area.
- Walk east again, don't enter any of the caves.
- This time cross through the log to the other side of the canyon. Note that it takes two clicks to do it: once to the centre of the log, and from there to the other side.
- There are banana-like fruit hanging from the rocky ledge. Use the branch with the fruit cluster.
- Take a banana-like fruit from the swinging fruit cluster.
- Cross through the log back to the other side of the canyon.
- Go down south.
- Enter the cave in the middle.
- You come out of a cave entrance that is on the right side, you should next continue to the cave entrance that is next to it on the left side. But don't enter the cave immediately, wait until the annihilator android is decloaking and flying around. If you wait too long, however, it will start shooting.
- Once on top of the rocky formation, jump across the chasm.
- Climb on top of the cliff.
- Use the branch with the large boulder that is balanced precariously on top of the cliff. If you don't get the timing right with the sequence leading to this, you will get a message that the timing is not right to dislodge the boulder. If the annihilator android is not showing up, return back, repeat the previous steps and then try again.
- Once the android has been dealt with successfully (for a while), jump across the chasm to return to the other side.
- Enter the cave to go down, and then enter the cave on the right.
- Enter the cave on the right here as well to go down to the pool.
- When you see that the android's cloaking mechanism has been damaged, exit west out of this area.
- Walk east, don't enter any of the caves.
- Cross the log again, but don't go to the other side. Stay hidden in the centre.
- When the android comes looking for you, wait until it stands on the log, and then immediately use the banana-like fruit with the android. If you miss the timing, just go back and lure the android back again.
- When the android has been dealt with successfully (for good now), come out of the log, and pick up the metal head that is the only thing that remains of the android now.
- Go back down to the pool.
- Watch the cutscene.
Eureka
- Exit the science lab and transporter room.
- When you hear a message about Cliffy beaming aboard, go back to the science lab and transporter room. Cliffy will get the android head, and he will give a left-over part of the annihilator android in return.
- Stand on the transporter pad.
- Command transporter to energise.
Kiz Urazgubi
- Use the left-over part of the annihilator android on Roger.
- Stand on the anti-gravity lift that comes down.
- Open the panel on the right-side wall to see the cloaking device housing.
- Open the two latches, first the top one, and then the bottom one.
- Turn all four handles.
- Now open the four access panels. The correct order of opening is first top-left, then bottom-right.
- Next, you need to turn the two handles on both still-closed panels.
- Then open the top-right panel, and finally the bottom-left.
- Take the cloaking device.
- Stand on the anti-gravity lift to escape the self-destruct.
- Watch the cutscene.
Eureka
- Go to the bridge.
- Sit in the captain's chair.
- Command Flo to give a status report.
- Command Droole to lay in a course. Give coordinates to the Space Bar: 69869.
- Command Droole again to go to lite speed.
- When Droole tells you that you are approaching the destination, command regular speed.
- Command Droole again, this time standard orbit.
- Exit the bridge and go to the science lab and transporter room.
- Take Spike from the biological specimen container.
- Stand on the transporter pad.
- Command transporter to energise.
The Space Bar
- Sit at the table with your crew.
- Watch the cutscene with Jeno Jones. You get a package of dehydrated space monkeys and a business chip during the cutscene.
- Immediately afterwards follows a cutscene with Captain Quirk. He will challenge you to a match of Battle Cruiser.
- The next step is to win the Battle Cruiser game. If you manage to do this without losing any ships of your own, you will get the maximum points for the puzzle. The game is a variation of the well-known Battleship game. You place your own ships in a grid and then try to fire at chosen coordinates to destroy your opponent's ships. There are two differences to the usual version, however. First of all, there are three sectors to work with. Basically, this means nothing more than three imaginary sheets of paper. It makes the game a bit more challenging, but that's all there is to it. In addition, there is a new tool to work with: a probe. Using the probe will probe the X and Y axes until they reach a given coordinate. It's a useful tool, but there are only a limited number of probes available. If (and when) probes run out, then it's back to the traditional random firing. To be most efficient with the puzzle, it is advisable to do a patterned shooting instead of random firing. Every ship is at least three squares in length, so firing every third coordinate will provide the best results. For example, start from C1, then fire B2, and finally A3; this will cover the corner of the sector. Then move on to F1, E2, and so on. Any two remaining coordinates between already targeted coordinates can be forgotten. The computer doesn't know this; it is firing completely randomly, so you will always have an advantage if you follow a pattern. The game can take a long time, so it is strongly recommended to "save early, save often" during the game, especially if you want to get the maximum points from the puzzle.
- Once the Battle Cruiser game is won, there is yet another cutscene. This time Cliffy is getting arrested because of a bar fight. (In case you didn't notice it already, the whole Space Bar part of the game is a parody of the Star Trek episode The Trouble with Tribbles.) Sit at the table with your crew again to discuss the situation. Talk to both Flo and Droole.
- Use the package of dehydrated space monkeys with the drink on the table.
- Leave the table and walk east, between the transporter and the alien in the foreground.
- Wait until the guards are distracted by the alarm, and then interact with the control panel to lower the force field.
- Find the cell that Cliffy is in and talk to Cliffy.
- Use Spike with the cell to free Cliffy.
- Watch the cutscene.
Eureka
- After automatically escaping to Eureka, there is a call from StarCon. Command Droole to lay in a course. Give coordinates to Klorox II: 90210.
- Command Droole to go to lite speed.
- When Droole tells you that you are approaching the destination, command regular speed.
- Command Droole again, this time standard orbit.
- Command Flo to hail planet.
- Command Flo to hail StarCon.
- Command Flo to hail ship.
- Exit the captain's chair view.
- Exit the bridge and go to the science lab and transporter room.
- Stand on the transporter pad.
- Command transporter to energise.
Klorox II
- Enter the greenhouse, which is the big building next to the shuttle pad.
- Use the computer console, which is in the middle of the greenhouse.
- A mutant attacks you and tries to spit on you. Avoid his attacks by turning your head away. The game unexpectedly presents a whole new mechanism here: you must click arrows on either side of the picture to move Roger's head. A good strategy is to wait for the spitting sound and then turn your head away. After successfully avoiding the attack, choose the opposite direction next time. Doing this five times successfully should end up in Droole firing at the mutant.
- Use the computer console. It works, but an access code is needed.
- Pick up a small piece of paper from the floor that wasn't there before.
- Look at the piece of paper in the inventory.
- Use the computer console again, and enter the access code: 80869.
- Read through the log by using the previous and next buttons.
- Exit the greenhouse and go back to the path that goes around the settlement.
- Walk west.
- Look at the canister. Pay attention to what is written on it.
- Go somewhere where Roger is fully visible on the screen, and then use the personal communication device on Roger to transport back to the ship.
Eureka
- Go to the bridge.
- Sit in the captain's chair.
- Watch the cutscene.
- Command Droole to lay in a course. Give coordinates to Thrakus: 53284.
- Command Droole again to go to lite speed.
- When Droole tells you that you are approaching the destination, command regular speed.
- Command Droole again, this time standard orbit.
- Command Flo to hail planet.
- Exit the captain's chair view.
- Exit the bridge to enter the corridor.
- Push the red button on the wall to activate the lift on the floor.
- Stand on the lift to go to the pod bay.
- Open the compartment that is next to the pressure suits to get a rebreather mask.
- Take an oxygen tank that can be found a bit left from the previous compartment.
- Use the panel in front of the lift and choose elevator door.
- Use the lift to go back up.
- Go to the science lab and transporter room.
- Stand on the transporter pad.
- Use the rebreather mask on Roger. The transporter will work automatically without commands this time.
Thrakus
- Walk west.
- Go north through a narrow gap.
- Look at the escape pod.
- Take the frock that is in the escape pod.
- Push the flashing red button that is now revealed.
- Walk west and keep walking until Beatrice appears.
- Use the personal communication device on Roger.
- Use the frock on Beatrice.
- Grab the vine that Beatrice throws down to you.
- Watch the cutscene. Notice that at the end of the cutscene Beatrice gives you the warp distributor cap from the Goliath.
Eureka
- Push the red button on the wall to extend the cryo chamber.
- Interact with the cryo chamber to open it.
- Pick up Beatrice and place her in the cryo chamber.
- Look at the cryo chamber.
- Look at the cryo chamber controls that are in the lower left corner.
- Choose cryofreeze from the Cryo-Chef menu, set the timer to 10 seconds, and press the start button.
- Go to the bridge.
- Sit in the captain's chair.
- Command Droole to raise shields after hearing that the Goliath is approaching.
- When the Goliath fires at Eureka, command Droole to take evasive action.
- When Droole warns about the risks of entering the asteroid field, choose: "OK! Let's risk almost certain death in the asteroid field!"
- Watch the cutscene.
- Exit the captain's chair view.
- Exit the bridge to enter the corridor.
- Push the red button on the wall to activate the lift on the floor.
- Stand on the lift to go to the pod bay.
- Use the panel in front of the lift and choose pod rotation.
- Enter the EVA pod.
- Use the display to navigate. Cliffy is the red dot on the display. Use left-hand controls to guide the EVA pod so that the red dot is in the centre, and at that point you should see Cliffy through the window.
- The next thing is to use the grappling arm of the EVA pod to grab Cliffy. (In case you didn't notice it already, the whole EVA pod part of the game is a parody of 2001: A Space Odyssey.) Use the right-hand controls to extend the arm and grab Cliffy when the indicator says that the target is in range. If the indicator doesn't light up, move the EVA pod and try again. Keep an eye on both the oxygen and fuel levels, you must accomplish all this in a relatively short time.
- After you have grabbed Cliffy, use the controls again to navigate back to Eureka. This time the green dot, which is your ship, should be in the centre. When you get close enough to the ship, you will automatically be docked with it and end up in the pod bay again.
- Use the panel in front of the lift and choose elevator door.
- Use the lift to go back up.
- Go to the bridge.
- Sit in the captain's chair.
- Command Droole to lay in a course. Give coordinates to Genetix: 41666.
- Command Droole again to go to lite speed.
- When Droole tells you that you are approaching the destination, command regular speed.
- Command Droole again, this time standard orbit.
- Command Flo to hail planet.
- Exit the captain's chair view.
- Exit the bridge and go to the science lab and transporter room.
- Stand on the transporter pad.
- Command transporter to energise.
Genetix
- An (un)expected transporter accident has turned you into a fly now. (In case you didn't notice it already, this part of the game is a parody of several Star Trek episodes and The Fly.) Fly near the pond and near the personal communication device that is lying on the ground. The goal here is to lure a frog to jump on the communicator to turn it on. Flying over the pond is very likely going to end up with the frog eating the fly, so this may require a few tries to get it right.
- Fly and land on the personal communication device.
- Talk to Flo on the screen.
- Exit the communicator view.
- Fly over the bridge to the south.
- Fly west.
- Fly west again to the cleverly concealed hidden doorway next to the waterfall. Go through the electronic card key lock. This may require some pixel hunting, but it's the rectangle-shaped area on the wall.
- Walk through the light beams to see how they cause the locking mechanism to react.
- When you have mapped the light beams, proceed further through the lock and into the laboratory.
- Fly and land on the computer workstation with the flashing lights on the right.
- Use the touchscreen and choose "Restart".
- Go through the "Activity Log", "Projects", and "Accounting" completely.
- Next, choose "Systems". From the available envirodomes choose 3. After it is activated, choose "Security". Go through all surveillance camera views, and then fly away.
- Exit the laboratory by flying through the card key slot. Finding it may require some pixel hunting, but it's next to the door, with a red glow coming from inside.
- Go through the card reader.
- Land on Cliffy's face and watch a short conversation that follows.
- Fly east.
- Fly over the bridge to the north, and then fly west to enter the dumpster area.
- Land on your (Roger's) body.
- Watch the conversation that follows.
- Go north past the trash dumpster to the cleverly concealed hidden doorway.
- Use the hole punch with the business chip. Punch in a shape that will work to open the door. Remember how the light beams worked in the card key lock before.
- If you can't figure it out, five holes are needed, in the shape of an X.
- Use the modified business chip with the electronic card key lock.
- Enter the doorway that opens up.
- If you didn't search the computer records thoroughly before, now is a good time to do it. Otherwise, find a small, rectangular area in the wall that has a lot of tubes going in and out. Interact with the black area to open a panel. Note that this area doesn't have any description when examining it with the look icon.
- Take a pair of liquid nitrogen canisters that are now visible.
- Return to the waterfall where Cliffy is waiting.
- When Cliffy asks what to do next, choose to beam back to the Eureka.
Eureka
- Watch a short scene, after which Cliffy is asking you to interpret what Spike is signalling. Choose the technobabble option: "We should initiate a manual control bypass to reverse the phase polarity of the interface grid and then use the transporter to reintegrate Beatrice's DNA molecules".
- Look at the cryo chamber controls that are in the lower left corner.
- Choose defrost from the Cryo-Chef menu, set the timer to 10 seconds, and press the start button.
- Go to the bridge.
- Interact with the cryo chamber to open it.
- Pick up Beatrice from the cryo chamber and place her on the transporter pad.
- Watch the cutscene.
- Talk to the science officer android.
- Go to the bridge.
- Sit in the captain's chair.
- Use the yellow intercom button on the chair.
- Command the science officer android to scan for ships.
- Command Droole to lay in a course. Give coordinates to Gingivitis: 81100.
- Command Droole again to go to lite speed.
- When Droole tells you that you are approaching the destination, command regular speed.
- When the science officer android calls and tells about Goliath's presence, use the green intercom button on the chair to call Cliffy. Command him to cloak ship.
- Exit the captain's chair view.
- Exit the bridge and go to the science lab and transporter room.
- When Cliffy shows you a holographic presentation of the Goliath, keep studying it until you find the entrance point.
- Exit the science lab and transporter room.
- Push the red button on the wall to activate the lift on the floor.
- Stand on the lift to go to the pod bay.
- Use the panel in front of the lift and choose pod rotation.
- Enter the EVA pod.
- Pick the spot that had the least amount of pukoid activity in Cliffy's hologram.
- Push a button on the right to open the pod door.
- Use the laser cutting torch on the Goliath's hull to cut an opening.
Goliath
- Stay low and wait until there are no pukoids walking in the engineering area.
- Quickly make your way to the control panel and interact with it. If a pukoid comes through the door, it can't see you standing where the control panel is located.
- Use the warp distributor cap with the empty receptacle.
- Wait until the engineering area is empty again, and then quickly exit through the door that the pukoid guard is going in and out of.
- Open a grate in the decking and enter a maze of twisty little passages.
- In the maze, you need to use the controller interface to move. If you see the level written on the wall, you are near a turbolift shaft. First, on level 8, go north and then west.
- After an unexpected encounter with Pac-Man, go north and then north again to enter a turbolift shaft.
- Climb to level 6. Note that the turbolift is operating, so it may be necessary to exit the shaft on some level and let the turbolift safely pass and then come back.
- On level 6, go south, west, north, north, east, north, and then north again to enter a turbolift shaft.
- Climb to level 4. This turbolift is operating too, so it may be necessary to exit the shaft on some level and let the turbolift safely pass and then come back.
- On the level 4, go south, west, north, west, north, west, north, and then north again to enter a turbolift shaft.
- Climb to level 2. The previous instructions about operating turbolifts apply here too.
- On level 2, go south, west, south, south, east, and south.
- Look at the switch on the wall.
- Flip the shield deactivation switch.
- Watch the cutscene.
- When all pukoids are standing on the transporter platform, talk to Cliffy to give him the signal that he waits.
- Watch the cutscene.
- When Flo is on the communicator, choose: "Call Cliffy and tell him to beam me over to the Eureka!"
Eureka
- Go to the bridge.
- Sit in the captain's chair.
- Command Droole to fire.
- Command Droole again, this time activate RRS.
- Watch a short cutscene.
- Things are now a bit problematic, so command Flo to abandon ship.
- Sit in the captain's chair.
- Push the red button on the chair.
- Start the egg timer to initiate the self-destruct sequence.
- Exit the captain's chair view.
- Exit the bridge and go to the science lab and transporter room.
- Interact with the cryo chamber to open it.
- Stand on the transporter pad.
- Command transporter to energise.
- After something breaks in the transporter, exit the science lab and transporter room.
- Enter the service tunnel on the right side of the corridor.
- Look at the wiring chart to locate the problem.
- Pull out the burnt fuse.
- Use the high-voltage circuit fuse with the empty socket to restore power.
- Go to the science lab and transporter room.
- Watch a short cutscene.
- Take Spike from the biological specimen container.
- Stand on the transporter pad.
- Command transporter to energise.
- Watch the cutscenes and credits.
Deaths
There are ways to get a game over by dying in this game.
Adventure game deaths can be unexpected, shocking, annoying, but also humorous and entertaining depending on the case. Some players want to explore them, while others want to avoid them.
Here is a list of such scenes in this game.
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Miss the class in StarCon Academy. (Strictly speaking this isn't a death, as you only get fired, not killed. This does lead to an immediate game over, so it is usually counted as an in-game death.) |
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Fail the exam either by getting caught cheating or simply getting a poor result. (Strictly speaking this isn't a death, as you only get fired, not killed. This does lead to an immediate game over, so it is usually counted as an in-game death.) |
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Take too long to start cleaning the StarCon crest. (Strictly speaking this isn't a death, as you only get fired, not killed. This does lead to an immediate game over, so it is usually counted as an in-game death.) |
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Try to clean the the StarCon crest without safety cones or take too long to clean it. (Strictly speaking this isn't a death, as you only get fired, not killed. This does lead to an immediate game over, so it is usually counted as an in-game death.) |
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Let Spike run loose on the ship and the ship will suffer decompression sooner or later. |
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Use the transporter to beam out into outer space. |
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Use the transporter and beam into a toxic atmosphere without protection. |
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Open the pod bay door. |
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Pull a wrong power fuse on the Eureka. |
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Pull the life support fuse on the Eureka. |
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Let the annihilator android destroy the Eureka. | ![]() |
Get shot by the annihilator android on the surface of Kiz Urazgubi. | ![]() |
Enter the cavern from the top while the annihilator android is approching from the bottom. | ![]() |
Try to climb on the peak where the annihilator android's ship is before taking care of the android. | ![]() |
Interact with the bridge on the annihilator android's ship. |
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Fail to escape from the annihilator android's ship before it explodes. |
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Fail to escape from the Space Bar before space monkeys make it explode. |
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Get spat on by a mutant on Klorox II. |
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Don't push the button inside the escape pod on Thrakus. |
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Grab the vine that Beatrice throws before calling the Eureka. |
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Grab the vine that Beatrice throws too slowly. |
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Let Beatrice die for any reason, except the one listed below. |
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Take Beatrice out of the cryo chamber before defrosting. |
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Fail to react properly when the Goliath attacks. |
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Don't pick up an oxygen tank before using the EVA pod. |
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Run out of oxygen while using the EVA pod. |
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Run out of fuel while using the EVA pod. |
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Get eaten by a frog when Roger is in fly form. |
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Get eaten by a flower when Roger is in fly form. |
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Get slapped by Cliffy when Roger is in fly form. |
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Try to open the cleverly concealed hidden doorway five times unsuccessfully. |
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Open a locked test animal cage in the laboratory. |
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Don't cloak the ship when the Goliath is about to attack or de-cloak the ship when the Goliath is nearby. |
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Try to enter the Goliath without a laser cutting torch in the inventory. |
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Enter a wrong section on the Goliath. |
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Get caught by the pukoids on the Goliath. |
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Get run over by a turbolift when climbing in the shaft. |
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Don't take liquid nitrogen canisters from Genetix and try to finish the game without them. |
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Choose to stay on the Goliath and fight the blob. |
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Choose to ride out the danger presented by the blob. |
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Choose to beam from the Goliath to the Eureka, but then beam back immediately. |
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Fail to lure the blob away from the Goliath. |
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Fail to react properly when the blob is approaching the Eureka. |
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Open the trash compartment doors after the blob has been pulled aboard the Eureka. |
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Escape from the Eureka before activating the self-destruct sequence. |
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Fail to escape from the Eureka after activating the self-destruct sequence. |














































