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Space Quest II Minimum Score Run


 
-------- SPACE QUEST II: VOHAUL'S REVENGE - "MINIMUM RUN" WALKTHROUGH  --------
                        Guide Written by: Kuro-chan_101

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- Space Quest II is Copyright 1987 Sierra On-Line -

--- WARNING: This Guide contains spoilers and some mild language. ---

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SQ1-MR --- VERSION INFO _______________________________________________________________________________

Version 1.0 -- (April 19th, 2026) - The guide has been completed.

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SQ1-MR --- INTRODUCTION _______________________________________________________________________________

The objective of this walkthrough is not for a complete game, but for the least amount of points possible and necessary to win. If you wish to aim for a complete game, feel free to look up other walkthroughs available online. This guide will not cover that.

The intention of this guide is to show loopholes, exploits, more dangerous and less rewarding methods to complete the game while keeping the score as low as possible.

For the purpose of keeping the guide brief and to the point, it will assume you, the player, are already familiar with Space Quest II: Vohaul's Revenge and how to beat it the normal way. Only puzzles related to points will be listed (as well as which ones to 'carefully' avoid).

This guide will track the number of points you will have to collect along the way. There are plenty of softlocks in this game, so the guide will take extra care in what to avoid doing along the way.

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SQ2-MR --- Part 1: Xenon Space Station _______________________________________________________________________________

(Outside Station) As you begin the game, Roger is out in space, sweeping away. A beep on his communicator screws up his concentration and he loses his broom. Ignore that beep and head back into the ship (walk up the wall and onto the little platform along the top of the 'room').

- Enter the Station ------------------------------------ +1 pt.

(Airlock Chamber) After going through the decon, the player will 'get clothes' (the purple and grey ones that do not look like a space suit) and exit the room to the left. Ignore the lockers; the player will not need anything from there.

- Enter the Control Room ------------------------------ +1 pt.

(Control Room) Take the lift (the one marked with caution yellow and black lines) and enter the transport tube.

(Shuttle bay) Get off the walkway, head down the steps, and walk into the shuttle by the ramp in the middle of the room. Proceed to get knocked out and escorted to Vohaul, where after a short exposition of his diabolical plan, Roger is taken to Labion to perform hard labour. Fortunately, Roger rolled a 12 on the luck dice and the pod he was on crashed. Roger survives, but is stranded on the planet.

- Visit Vohaul and say "Hello" ------------------------- +5 pts.

Total Points: 7 / 250

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SQ2-MR --- Part 2: Labion, Part 1 _______________________________________________________________________________

Now the real game begins.

(West Forest) Head to the pod and 'press button' to shut off the homing beacon. This beacon controls how long it takes for the search party to ambush Roger. If it is left on, it takes very little time for the party to arrive (The player won't be able to walk up the cliff). That would require the player to hide from the patrol, which results in more points being earned.

- Press Button ----------------------------------------- +1 pt.

Walk around the top bush and head up 1 screen.

Normally, this screen has a search party 'eventually' show up. The player gets zapped if they are visible and points if they are hiding. We will not be hiding, so the player will need to move at a good pace.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= * The following section is for those who are playing any version EXCEPT 2.0A

In the valley, Roger meets Pinkys. If he does not rescue their comrade, they pelt him with rocks (game over). However, where the Pinkys will do it is within a small area on the map. In 2.0A, it was possible to walk around this area and carry on with the game. However, in 2.0C, they patched this, so not rescuing the lil' guy is a death sentence, no matter what you do. Therefore, it has become necessary to rescue him.

Head right 1 screen (lower right corner), walk up to the little guy dangling from the rope and 'free man'.

- Free man --------------------------------------------- +5 pts.

Walk (back) to the ambush screen (1 screen left).

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Walk up the cliff, then 1 screen left. Go across the screen. Walk up to the mail order box.

- Mail order ------------------------------------------- +2 pts. - Get whistle ------------------------------------------ +2 pts.

Ignore the troublesome Spore Pods and walk 1 screen right.

We will skip the entire process of collecting the berries (thankfully). Head 1 more screen right. We are now done with the ambush screen, but this next area is tricky and will take several tries until the player gets the hang of it, no doubt.

(Swamp) Enter the swamp screen, 'hug' the bottom of the screen and enter. You can place Roger a fair ways into the first swamp screen and even though the creature's eyes and bubbles are visible, they will not follow Roger (hopefully). What you are looking to do is a diagonal move from the very bottom of the next screen to the upper middle by a couple trees where the deep part of the swamp is.

Walk 1 screen right and start walking diagonal about 1/4 of the way across the screen (about midway on the leftmost tree). When you get close to the deep part, start spamming F3 to 'hold breath' once Roger is swimming.

No doubt this will take several tries, but performing this is not impossible.

- Hold breath ------------------------------------------ +2 pts.

If done right, Roger will submerge despite being 'caught' by the creature.

NOTES: It is also possible at lower speeds to dive before the creature manages to catch up.

If the player did this at a faster speed, set it something slower, surface and repeating 'hold breath'. Otherwise, carry on.

Holding breath gives the player around 42 seconds (or so) of gameplay time, on normal. Swim underwater and 1 screen left. Surface in the small cave.

- Discover cave ----------------------------------------- +2 pts.

Walk over to the gem.

- Get gem ---------------------------------------------- +3 pts.

Return to the water and 'hold breath' to dive back down.

- Hold breath (again) ---------------------------------- +2 pts.

Go 1 screen right and 1 screen up to surface again. Walk right across the swamp and make your way out of it. Walk 1 more screen right.

(East Forest)

Walk over to the tree.

- Climb Tree ------------------------------------------- +3 pts.

After a short sequence climb/walk right 1 screen, then stop for a second and read this next part.

Total Points -- V2.0A: 24 / 250 V2.0C - 2.0F: 29 / 250

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SQ2-MR --- Part 3: Labion, Part 2 _______________________________________________________________________________

(East Forest) Under normal circumstances, Roger would get captured by a hungry hunter by walking to the right and springing a trap. Fortunately, we are not normal. We have a more creative way to get around this problem.

This setup has 4 trees: 2 to the left, 1 in the middle and 1 on the right. Stay along the middle of the screen (vertically) and walk between the two left trees and stop behind the middle tree.

NOTE: If you have trouble getting caught, stop before reaching the middle tree and try to line up Roger's feet so they are just above the base of the middle tree.

Walk up to the bush, then move left until you are behind the tree on the right (and stop). There is no path blocker to separate the bush from the bounds, so the player can walk (up) behind the right tree and clip outside the boundary of the map. Go up along the top of the screen and walk left 1 screen, walk to the upper-right corner, then down towards the bottom.

NOTE: Avoid walking anywhere near the cliff side. Not only is there a trigger for falling to the player's death, there is also the possibility that a pod may show up and blast the player.

Go down 1 screen to where the Hunter's camp is (through the bush).

(Hidden Clearing) The player will find Roger is within the map bounds, again. Walk down to the rock.

- Get rope --------------------------------------------- +2 pts.

Head up 1 screen.

(Labion East Forest) Walk 2 screens to the left, back to the fissure. 'climb tree' to climb back onto the log.

- Tie rope to log -------------------------------------- +2 pts.

'Climb down rope'. Move down until you are almost at the edge of the rope and 'swing'. to start swinging.

- Swing ------------------------------------------------ +2 pts.

During your swing timing, you will want to wait until you are as close to the bear creature as you can (it will try to grab you), then on your next swing back to the cave entrance, hit 'F6' to let go and you will land in front.

- Land in front of the cave entrance ------------------- +5 pts.

Enter the cave

(Cave) - Hold gem --------------------------------------------- +2 pts.

Walk over to the far end of the cave until he falls down a hole along the floor.

(Valley) Roger makes a satisfying thump when he hits the ground, but at least he is out of the cave.

Noted: Hopefully you did not bring another Spore Pod with you, or else you will be subject to a 25 second wait while Roger is paralyzed and on the ground.

Before you follow/escape the Pinkys, move back to the cave entrance. The Glowing Gem fell out of Roger's hand when he landed.

- Get gem ---------------------------------------------- +1 pt.

If you are playing any version BUT 2.0A, just follow the little critters.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= However... IF you are playing 2.0A, this will be a little more tricky.

Because you did not rescue their buddy, they will try to kill you. However, they only attack Roger at a certain point on the screen, so we just have to avoid that spot.

What you need to avoid id the middle spot surrounded by the three rocks forming a loose triangle. After grabbing the gem, start by walking up between the top rock and the pile the Pinkys stand on. When on the right side of the screen, angle you way down to the middle-bottom of the screen, avoiding the area between the three large rocks. From there, you can walk down safely.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Move down 1 screen and be greeted by the king. He will give you a speech and when it's time to go just say the word. After he leaves, walk up to the Pinkys by the rock.

- The word --------------------------------------------- +3 pts.

When you are ready (and with a gem), 'climb ladder' or walk onto it.

Total Points -- V2.0A: 41 / 250 V2.0C - 2.0F: 46 / 250

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SQ2-MR --- Part 4: Labion, Part 3 _______________________________________________________________________________

(Squid Cave) Despite the concerns of the Pinkys, the creature they fear is located in one area the player has to detour from the main path to find. 'Hold gem in mouth' to give Roger some basic lighting (otherwise it is an eventual game over).

The sequence will include directions (including the starting direction) and screen changes, starting immediate after Roger ends up in the tunnel: - down*, right, (next) - right*, down, right, (next) - right*, down (next) - down*, right, down, down, left, left, (next) - left*, left, down (next) - down*, right (next) - right*, right (end)

NOTES: If you see an instance where a fragment of the cave appears overtop Roger, the player is in a room WITH the Cave Squid and the player should immediate reverse direction and head down, down and ONLY down (We are emphasizing 'down' for a reason...).

- Complete the squid cave puzzle ----------------------- +20 pts.

(Underground River) Dive in the water and go for a swim. Swim 1 screen right. Ahead the river divides into two. Pick the path on the right and brace yourself for a whirlpool of fun.

- Choose the right river ------------------------------- +5 pts.

(Landing Pad) Swim 1 screen right. While in the water 'blow whistle' to bring out a little surprise.

- Blow whistle ----------------------------------------- +5 pts.

Immediately, the Labion Terror Beast emerges. If Roger is in the water, the devil is no threat. Swim 1 screen left and 1 screen right to make the beast disappear. Emerge from the water and walk into the gap in the rock the beast created (Ignore the rocks on the ground). Walk 1 screen up.

Without a rock, jockstrap or keycard, you only have one course of action to get to the top of the landing pad: Call out the guard and lure him down the elevator.

Wait until he is on the left side of the screen (close to the middle) while walking left, then come out from behind the bushes (to the right) and walk up until you are under the landing pad. 'talk guard' will get his attention. Wait until he exits the elevator at the base of the pad, then sneak behind him and go up the open elevator.

At the top floor, walk behind the shuttle (right side) and 'enter shuttle'.

(Shuttle Interior)

Enter in 'push power', 'turn dial', 'push ascent', and 'pull throttle' (or [down key]) to ascend into orbit and leave the planet.

- Leave Labion ----------------------------------------- +20 pts.

Enter in 'turn dial' and 'push throttle' / [up key] to move the ship, though your escape will be short-lived, since Roger's stolen shuttle is captured and taken inside Vohaul's asteroid fortress.

Total Points -- V2.0A: 91 / 250 V2.0C - 2.0F: 96 / 250

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SQ2-MR --- Part 5: Vohaul's Fortress _______________________________________________________________________________

Once the shuttle lands, the player can control Roger again.

(Fortress) Walk left 1 screen and enter the elevator. enter in 'three' (There is no two). and go to the third floor.

NOTES: Floors three and four have floor waxxers that periodically show up on one side of the screen. Roger cannot get past them; coming into contact with one a death sentence. The player can evade them by going in somewhere, like an elevator, closet or bathroom.

(Floor 3) Walk 2 screens left until you see a door with a button pad beside it. 'push button' and walk in. 'get plunger' to pick up a useful tool.

- Get plunger ------------------------------------------ +1 pt.

Walk 3 screens left, enter the elevator and enter in 'four'.

(Floor 4) Walk 2 screens left and 'push button' to open door. Enter the bathroom. Walk up to the unoccupied stall and 'open door'. Enter the stall and 'get paper'.

- Get paper -------------------------------------------- +1 pt.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= * The following section is for those who are playing V 2.0D and V2.0F. Everyone else can skip this part!

2.0A and 2.0C do not have a check to see if the glass cutter is in your inventory. The games assumes the player has it. If you are playing any other version, the Glass Cutter must be in your inventory.

Walk one screen right and 'push button' to open the door. Walk into the room.

- Get cutter ------------------------------------------ +1 pt.

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Head 2 (or 3) screens left and into the elevator. enter in 'five'.

NOTES: AVOID going up to floor five using the right-most elevator. There is a... considerable annoyance that doubles as a softlock and nasty death sentence if a certain screen on that floor is investigated and the occupants of it reach Roger. If the cage is opened, the floor waxxer is replaced with this death sentence on EVERY floor. What makes it worse is it can/will clip through walls to make contact with Roger, making attempts to evade it impossible. It is better to avoid this creature, altogether.

(Floor 5) Walk 2 screens left. Stay away from the pair of hands in the middle of the screen and 'push button' to enter the closet

- Get wastebasket -------------------------------------- +1 pt.

(Floor 1) Walk 1 screen *** and down 1 screen. You will find yourself sealed in an enclosed space.

- Stick plunger on wall -------------------------------- +10 pts. - Survive the acid pit --------------------------------- +10 pts.

After the acid is covered up, 'let go' to release Roger's grip. Next:

- Put paper in basket ---------------------------------- +1 pt.

Normally we would set the basket on the ground and set it on fire to disable the robots, but we are going to do something far more dangerous and creative to save some points. Hug the top of the wall, walk 1 screen right and towards the robot as it activates. Around the time you reach the 2nd robot above Roger.

- Drop basket ------------------------------------------ +1 pt.

This has the added benefit of path blocking the robot as it tries to approach Roger. Walk back, down then walk right, as though you are trying to go around the robot. If timed right, the robot will be stuck above the bucket for a second or two, just enough time for Roger to get around it. Even if the robot is able to continue pursuing Roger, the two have the same walking speed, so it becomes a safe trip to the door.

(Vohaul's Room) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= * This is for V2.0A

NOTES: This will require precision saves until a player can get the feel for this, but this skips a LOT of points.

Instead of walking up the stairs, 'precisely' step on the first step, walk just to the left edge of the first step, then walk down (generously) and to the left. If done right, you can now clip through any regular wall boundary. This can be tested with the nearby Insurance Salesman. If this works, walk along the far left side of the screen, then up and over to the right side of Vohaul's computer terminal. A wall should block you up there. Walk right until you end up on the staircase, then continue to the next area (1 screen right)

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

If you are playing any other version, walk up the staircase as normal and get miniaturized.

Total Points -- V2.0A: 116 / 250 V2.0C: 121 / 250 V2.0C - 2.0F: 122 / 250 _______________________________________________________________________________

SQ2-MR --- Part 6: Vohaul's Defeat _______________________________________________________________________________

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= * The following section is for those who are playing any version other than V2.0A. Everyone else can skip this part!

Roger is miniaturized and running out of air, very slowly (in 2.0D and 2.0F). Take action!

- Cut Glass -------------------------------------------- +5 pts.

Microsize your way over to the middle left of the wall by the vent and 'climb vent' to get in. Walk along the right side of the back wall (where the red button is).

- Push Button ------------------------------------------- +10 pts.

Climb back out the vent to find Vohaul dying, dying, dead. However, he has activated the Insurance Salesman, so time grows short. Walk up the stairs and 1 screen right.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

You can see outer space from this glass tube. Skip picking up the mask and navigate it all the way around to the next screen. Before you reach the middle of the glass (just before it angles to the bottom to the screen) stop and set your speed to fastest. The timer on the glass cracking is weird as it seems to follow the clock speed rather than the game speed, so it is possible to get past this without a mask if the player is fast enough. When ready, walk right, right again as the game stops Roger when the glass starts to crack, then down to reach the bottom of the room before the death message appears.

Turn your speed down and walk three screens right. You will find a line of escape pods and a droid that wants to fry you. on a slower speed (slow or normal) enter in 'push button' when next to the button. Walk a little to the pod and enter in 'go pod'. Assuming the robot has not killed the player, the robot will halt it's approach allowing Roger to settle into the pod.

- Push Button ------------------------------------------- +10 pts.

Type in 'launch' to escape the fortress. If done fast enough, this will not only evade the asteroid countdown, but the insurance salesman countdown as well.

(Escape Pod) Good news is you got away. The bad news is you are out of air. You have 4 game minutes to 'look' to see the escape pod, walk over to sleep chamber, 'open sleep chamber' and 'get in chamber' to end the game.

- Go to sleep ------------------------------------------- +10 pts.

FINAL SCORE -- V2.0A: 136 / 250 V2.0C: 156 / 250 V2.0C - 2.0F: 157 / 250

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PQ2-MR --- POINTS BREAKDOWN _______________________________________________________________________________

Description 2.0A 2.0C 2.0D & 2.0F Points

Enter the Station X X X 1 Enter the Control Room X X X 1 Visit Vohaul and say "Hello" X X X 5 ------------------------------------------------------------------------ Press (Pod) Button X X X 1 Free (Pinky) man X X 5 Mail order X X X 2 Get whistle X X X 2 Hold breath (swamp) X X X 2 Discover (gem) cave X X X 2 Get (glowing) gem X X X 3 Hold breath (cave, again) X X X 2 Climb Tree X X X 3 ------------------------------------------------------------------------ Get rope X X X 2 Tie rope to log X X X 2 Swing X X X 2 Land in front of the cave entrance X X X 5 Hold gem (in cave) X X X 2 Get gem (off the ground) X X X 1 The word X X X 3 ------------------------------------------------------------------------ Complete the squid cave puzzle X X X 20 Choose the right river X X X 5 Blow whistle X X X 5 Leave Labion X X X 20 ------------------------------------------------------------------------ Get plunger X X X 1 Get (toilet) paper X X X 1 Get cutter X 1 Get wastebasket X X X 1 Stick plunger on wall X X X 10 Survive the acid pit X X X 10 Put paper in basker X X X 1 Drop basket X X X 1 ------------------------------------------------------------------------ Cut Glass X X 5 Push Button X X 10 Climb into pod X X X 10 Go to sleep X X X 10 ------------------------------------------------------------------------ Total 136 156 157

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PQ2-MR --- LEGAL STUFF _______________________________________________________________________________

Space Quest II, Copyright 1987-1988 Sierra On-Line

Written By: Kuro-chan_101 (kuro101@kuro-rpg.net)

This may be not be reproduced under any circumstances except for personal use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other website or as a part of any public display is strictly prohibited.

Current sites with permission to host this Walk-through/Guide: GameFAQs (www.gamefaqs.com) /rsierrabugs

The following sources were used for research and information for this guide. Keep in mind, a lot of the data presented was also the result of research, testing, trial and error, etc.: - Space Quest II, DOS version.

Additional contributors: - Gage Holston, Phil B, Space Quest Historian and SantaClaus. They did a fair bit of work before I looked into making such a guide. While I made sure I could duplicate their tricks and shortcuts (how else would I be able to describe them), a number of people found this stuff, first.

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PQ2-MR --- FINAL COMMENTS _______________________________________________________________________________

Space Quest II is one of those weird games where they made great use of what the AGI engine could do, but it has an assortment weird glitches and other oddities they went to a lot of trouble to patch in later versions Another turnoff is the game's ending that celebrates and punishes you for not deactivating the insurance salesman launch; you either did right and screwed up at the exact same time, leaving the ending a conflicting mess.

That does not mean I hate the game. On a whole, I find Space Quest II to be a decent game, though I would say it feels a 1/4 step behind the first one.

- Kuro-chan_101
Category: Minimum Score Run
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