Space 1889 (Walkthrough)
SPACE 1889
1 Introduction, Careers, Skills, Equipment
2 Tut Expedition
SPACE 1889: Part 1
INTRODUCTION
This walkthru of SPACE 1889 is divided into two parts. Part 1 -- this introduction -- contains basic game mechanics and information that you should know before playing. It includes some game instructions that are not evident in the manual. Part 2 -- "The Adventure of the Tut Expedition" -- is the walkthru in the form of a story. Be aware that much of what you read in the story does not apply directly to the game; some details are altered to make the story read better. Also all the side missions are ignored. Some are worth doing for the money; some are worth doing because they allow one character to increase a skill; others yield useful objects. Generally, the missions can be done in any order. Certain objects may be needed before certain missions can be completed, but that's the only restriction.
CAREERS
Careers are simply a means for acquiring skill points for your character. Since several different career combinations will give your characters the same skill set, you have a great variety in the choice of careers. The only career that matters is Master Criminal. That character comes with a large initial supply of money. This is very useful to equip the party properly in the beginning.
SKILLS
Skills must be at least Level 2 to be of any use, but skills are not fully effective until Level 3. However, there appears to be no need to have a skill level higher than 4.
The following is a list of important skills for the game:
Marksmanship: Everyone should have this skill at Level 2 or better. There is little combat in this game but much of it is absolutely necessary.
Engineering: Someone must have this skill at Level 3 to plant explosives safely. The sequence to place explosives is:
1. Make the character the lead character.
2. Face the wall to be blown down.
3. USE the explosive.
4. Immediately run back at least 3 squares. After about three seconds, the explosive goes off.
Science: Someone must have this skill at Level 3 to read some of the documents you will find. The Archaeologists will decipher documents for you but their services cost money and they're not always found where you need them. This skill is also useful for plotting an accurate course for space travel.
Bargaining: Since one character can buy for everyone else, only one character needs this skill. It is a minor skill, as money is not a problem in this game. The higher the skill, the less the character has to pay for various items.
Linguistics: Someone must have this skill at Level 3 or else you will not understand what some of the NPCs say. This character must always be the lead character when talking to NPCs.
Medicine. One character must have this skill at Level 3. A second character should also have this skill at Level 2 or better. This minimizes problems when the doctor is too wounded to treat himself.
Crime: This skill at Level 3 or above is needed to use lockpicks.
Trimsman and Gunnery are the critical ship-handling skills. Trimsman is needed for normal travel. At one point in the game, you have to attack another ship. Gunnery is useful there. To initiate combat, press the letter "F," then the ENTER key, to fire the guns.
Piloting does not appear to be useful. The important skill for the helmsman is Science.
Riding is useful for traveling by horseback, but there is no requirement to use horses in the game.
The remaining skills appear to be unused in the game.
EQUIPMENT
The following is a list of items without which no adventurer should leave home:
Doctor's bag and Robb's Medical Companion: Ready these items. Their use is automatic. These items are only for characters with medicine skill.
Conklin's Atlas and Navigation Instruments: Used by the scientist to plot a course in space. Ready the items and their use is automatic.
Lockpicks: Used for opening locked doors and chests. Carry several because they will break.
Shovel: Useful for digging up treasures and locating hidden entrances. Only one character needs to carry one. To dig, make the character the lead character and USE the shovel.
Camping Outfit: This outfit allows your characters to rest and eliminate fatigue. This is of marginal use. There is only one situation where you need to camp out, and it is an optional mission. Make the character with the outfit the lead character and USE the outfit.
Various Clothing: Equip everyone with these items as soon as you find them. Ready the clothes and they are automatically used.
Lantern: Useful for exploring dark caves. Only one is needed, and the fuel supply appears to be unlimited.
Dynamite: Get lots of this stuff. You blow up a lot of walls in this game.
Weapons: It's unrealistic, but equip everyone with Maxim machine guns. They are the best weapons to carry around. Three hundred rounds of ammo should be sufficient for the entire game. In addition, there are certain NPCs who will ask for certain weapons. A Winchester is any lever-action rifle. A Remington carbine is any breech-loading carbine. A Lebel is any bolt-action rifle other than a Lee Metford.
Food: Keep several hundred days' supply around at all times. It's unrealistic, but it makes the game much easier to play and helps to eliminate fatigue.
Armor: You can get by quite nicely with just Breast Plates and Helmets. Additional armor is useful but takes up inventory slots.
Water Breather: Absolutely needed to get to certain places. Everyone should have one.
All other items are optional or useless.
SPACE 1889: Part 2
THE ADVENTURE OF THE TUT EXPEDITION
When my friend Sherlock Holmes invited me to come with him to see the latest Egyptian exhibit at the museum, I was very happy to do so. Holmes can be very self-destructive when he is inactive, and he had been very inactive for several weeks. I hoped this trip was the end of his idleness. Little did I know how active our lives were to be. We had gone through about half the exhibit when we encountered his brother Mycroft with the lovely Irene Adler at his side.
"Mycroft!" exclaimed Holmes. "I would not have expected you to be here. I presume Miss Adler is somehow responsible."
"Yes," responded Mycroft. "Miss Adler has just returned from a trip to Egypt where she heard disturbing rumors of a German archaeological expedition headed by Angsaar Weunscheill."
"Weunscheill? Wasn't he the German agent we encountered in the Adventure of the Lost Ark?" I asked.
"Correct, Watson," answered Holmes. "It seems the Germans are up to their usual nefarious schemes. However, I have not noticed Herr Weunscheill here, Mycroft."
"No," interjected Irene Adler. "We are looking for his agent, Claus von Schemlling. Unfortunately, neither of us knows what he looks like. Could you please help us, Holmes?"
For a moment I thought I saw emotions race across Holmes's face at this request, but a voice from behind interrupted.
"Perhaps I can be of assistance. I have met the gentleman in question."
We all turned.
"Moriarty," growled Holmes. I was surprised at his tone. It was so uncharacteristically emotional.
Mycroft quickly moved between Holmes and Moriarty.
"Why are you offering to help us and why should we trust you?" questioned Mycroft.
"Suffice to say that my goals and yours coincide at this moment. I am offering my word that my alliance is a sincere offer, and I will give due warning if our goals should part ways," Moriarty replied.
"Whatever else he is, the professor is a man of his word. I suggest we accept his offer," Holmes said in a more normal unemotional voice.
As Mycroft nodded his approval, Moriarty said with a sly smile, "Quickly. The game's afoot; von Schemlling has just left the Museum."
We followed Moriarty out and caught up with von Schemlling only three blocks from the Museum. He proved there was no honor among thieves by offering to sell out his employer for a mere 2,000 pounds. Schemlling gave us the papers he was carrying for Weunscheill.
"This list is useless," said Holmes. "It is only the instructions to Hans Ogleby in New York City for expedition supplies. I suggest we talk to Mr. Ogleby."
After buying the appropriate supplies in London, we took a Zeppelin to New York City and found Mr. Ogleby. As we discovered, Mr. Ogleby ran an expedition supply company.
"I'm sorry I cannot be of more help, gentlemen," Ogleby said. "Mr. Weunscheill asked me to finance his expedition. I referred him to Nathaniel Johanssan in San Francisco, and had heard no more from Herr Weunscheill until you brought this list to me. Let me give you a letter of introduction to Mr. Johanssan; he might be able to provide you with more information."
We then took another Zeppelin to San Francisco to meet Mr. Johanssan. Mr. Johanssan was clearly a man who had inherited great wealth and was in the process of quickly dissipating it. His naivete was obvious. Miss Adler used what was obviously a ploy, but Mr. Johanssan fell for it completely. We left his mansion on Nob Hill with copies of maps that indicated where Weunscheill was digging.
After another long Zeppelin trip, we arrived in Egypt. We found Weunscheill's diggings on the southern border. A cave-in had trapped Weunscheill and his men in the tunnels. We blasted a new entrance, and Weunscheill and his men showed their dastardly natures by trying to kill us for rescuing them. We recovered a map and key from the bodies.
"Interesting," remarked Holmes. "It appears that this is a false tomb. Weunscheill has located the real tomb and was in the process of moving to the real location when the cave-in trapped him. 'Eye of the Desert' can only mean the oasis in eastern Egypt we found coming here."
"Eye? Tear drops! Quite obvious," I said proudly.
"Very good, Watson," said Holmes. "But you overlooked the shape of the oasis. It was distinctly eye-shaped, as well, when I paced it out."
"What of the German conspiracy?" asked Miss Adler. "So far, all this seems to be a legitimate archaeological expedition."
"I suspect this key will unlock the answer to the conspiracy," Holmes said holding it up. "We only have to find the lock it fits."
"There are many locks in Egypt, Holmes," I said.
"But only one place with locks that would use such an ornate key," replied Moriarty looking knowingly at Holmes.
"Quite correct," said Holmes, leaving me totally in the dark as to what they meant.
"Come," Holmes instructed. "Having come this far, I would like to find this King Tut's tomb."
Following the maps, we found King Tut's tomb with some digging and dynamite. It was as magnificent as the legend portrayed it; however, the surprise was the tablet that showed a map of the solar system.
Holmes examined the map and pronounced, "This map shows details that could only have come from someone who has traveled the ether space between the planets."
"How can that be?" I asked.
"Yes. How can it be?" repeated Moriarty with a look that made me immediately suspicious that he knew the answer to the question.
"I suggest we return to Cairo and find the lock this keys fits. We may find the answer there...or not," Holmes replied, smiling at Moriarty.
We quickly returned to Cairo. The key unlocked the basement of the Cairo Museum where we found Miss Mary Kinsley. She was in a coma, but I was able to save her with the fever serum which I'd had the foresight to buy in London before coming to Egypt.
When she had recovered sufficiently, Miss Kinsley said, "Thank you for saving my life. I was part of Weunscheill's expedition until I discovered that it was only a cover. Weunscheill is really a German agent. The Germans are looking for some ancient artifact. They have kidnaped the Martian archaeologist Zoho Winiimolaak. I do not know where they have taken him. However, I overheard Weunscheill talk about going to Mexico next. I also heard him ordering some special lockpicks from Alfred Hobbs in New York City for Mexico. Here's a letter of introduction for Mr. Hobbs. I wish you the best of luck."
"Thank you, Miss Kinsley," I said, as I handed her a prescription. "Take this twice a day for a week. You will be fully recovered from the poison by then. I suggest you visit your own doctor as soon as you have returned home."
We arrived in the city of Teotihuacan in Mexico after picking up Hobbs's lockpicks. A search of the city revealed a locked room guarded by a priest who said we could go in only after the tablets were returned to their proper place. The tablets were found in a temple in the east part of the city. It was necessary to use water breathers to cross the river running through Teotihuacan, as there were no bridges.
The proper places for the tablets were on the floor in the same temple where we found the tablets. We were then able to enter the locked room, in which we discovered a map to Atlantis. The map showed the entrance was located beyond two pillars in the south of Teotihuacan. We had to blow away a landslide blocking our route. Once again, the water breathers proved necessary.
In Atlantis, we found the corpse of Alonzo Quinton, a scroll written in a strange ancient tongue, and a message which indicated Angkor was poor Quinton's next destination. Our departure from Atlantis was hurried when we discovered the Atlanteans would not let us leave. We had to shoot our way out.
"What now?" I asked when we had escaped from Atlantis.
"Mars," said Holmes. "Remember Ravachol's information about a German liftwood conspiracy on Mars?"
"Of course," I said, "and Zoho Winiimolaak is a Martian! But what of Angkor?"
"It's on the way to the spaceport, but I suspect we will not find much of import there." Holmes replied.
As usual, Holmes was correct, although we did find several objects in Angkor that eventually proved to be useful in defraying the costs of our expedition.
Moriarty insisted on a stopover on the Moon to explore it. Strangely, Holmes agreed, even though we found nothing much, except a quite mad Vladimir Tereshkova. He thought we were part of the villains who kidnaped him and his friend, Kleuht Na Uriss.
As we left the moon for Mars, I asked Holmes, "Why did you agree to waste our time exploring the Moon?"
"Moriarty knows more about this conspiracy than he lets on," Holmes answered enigmatically.
We quickly discovered that because of the unrest caused by the liftwood poachers, we needed travel passes to travel on Mars. Unfortunately, we could find no one to issue them to us. Nevertheless, Moriarty was able to lead us around Mars, avoiding the authorities -- except for Syrtis Major. The Germans, with their usual efficiency, made it impossible for us to sneak past their checkpoints.
Our first break came in Ausonia. We discovered a liftwood poachers' hideout in a cave there. We also discovered Dr. Zoho Winiimolaak, who was being held captive. He gave us his Sprite travel pass to help us uncover the German conspiracy. However, some liftwood poachers escaped and we were ambushed by them. After a fierce fight, we bested them and recovered an I.D. from one of the bodies. We took this to Prince Jekuyaz in Aubochon.
"Thank you for ending the liftwood poaching," said the Prince. "However, the peace you have brought to this planet will only be temporary until the Germans' grip over King Hattabranx is broken. You must kill the German commander, Oberst von Gruber, in Syrtis Major."
"Easier said than done," remarked Mycroft, as we left the Prince's chamber, "since von Gruber is ensconced in German headquarters."
"Perhaps an indirect approach is called for," answered Moriarty. "The Germans have a supply depot on Venus. We can steal uniforms there."
So, we returned to our ether ship and headed for Venus. The first thing we did on Venus was unready our weapons and cover them to prevent their rusting away. I was nervous about having our weapons so inconveniently stored, but we had no choice. The supply depot was in the main German settlement of Venusstaadt, north of the spaceport. The uniforms were in the northeast corner of the building.
"Whew," I said, as we left Venusstaadt, "I'm glad that is over. This breaking and entering is not something gentlemen should do."
"Not quite, Watson," said Moriarty. "These uniforms are needed, but they won't get us past the guards in Syrtis Major. The Germans here are lax, but von Gruber does not allow such laxity in his headquarters. I suggest we pay a visit to the German fort in the Thetis Mountains. We can buy an HQ pass from the fort commander there. We have done business in the past. Then, we can get into the fort wearing these uniforms."
Unfortunately, the commander whom Moriarty knew was under arrest. The new fort commander knew about us and laid an ambush. We barely escaped the fort in Thetis with our lives, but we did manage to recover an HQ pass.
Properly dressed and with the proper papers, we were able to penetrate von Gruber's headquarters. Miss Adler managed to look like a proper young officer using her theatrical experience. We surprised von Gruber and killed him. His papers revealed the extent of his conspiracy. It included plans to gain control of ammonia mines on Mercury. We learned that von Gruber was responsible for kidnaping Thomas Edison, as well. We fled the German HQ under a hail of bullets.
Rescuing Thomas Edison was simple. The bartender at Aubochon hinted that the pirates holding Edison flew a Whisperdeath ether ship. We quickly tracked the ship down, boarded it, and overcame the pirates. While waiting for a ship to take him back to Earth, Edison had a long discussion with Holmes and Moriarty about building an ether ship that could travel beyond the asteroid belt. We would need ammonia to fuel our boilers, and fire crystals from Mercury to provide electricity. Unfortunately, we would also need an ether propeller strong enough to withstand the impact of the asteroids, and Edison knew of no way to make such a propeller.
After Edison left us we returned to Aubochon to relax.
"By George, we did it Holmes!" I exclaimed over dinner.
"Not quite, Watson," replied Holmes, holding up the castle key we found on von Gruber's body.
"But the liftwood conspiracy is destroyed," I said.
"The liftwood conspiracy is only one of von Gruber's conspiracies, Watson," replied Holmes. "Winiimolaak's kidnaping and the Tut expedition are all related, but unrelated to the liftwood conspiracy. There is more to be found, and I think that King Hattabranx has some answers. Wouldn't you agree, Professor Moriarty?"
Moriarty glared at Holmes and merely replied, "You're the detective."
Mycroft leaned back in his chair and said with a sly smile at Moriarty, "I agree with my brother. There is more to this than we have found."
The castle key from von Gruber allowed us to enter the palace. King Hattabranx proved to be von Gruber's man to the bitter end. We had to kill him, and on his lifeless form, we found a Worm Cult key.
After fleeing the castle, Holmes said, "We must go to Moae to talk to Teegok Quuglaani. He knows about the Worm Cult."
Quuglaani gave us instructions on how to locate the secret entrance to the Worm Cult headquarters in Boreo Syrtis. It was at the gap separating two sand ponds in the northwest area of the city. After digging to reveal the entrance, we found Kleuht Na Uriss, who explained that he was from Europa. He told us to tell his friend, Tereshkova, that he was fine, and gave us an emerald to present to Tereshkova. We left the Worm Cult HQ, returned to our ether ship, and lifted off for home.
"Well, that seems to be the end," I said to Holmes, as we sailed the ether home to Earth.
"I would not be too sure of that," said Holmes, his eyes watching Moriarty.
We stopped by the Moon to find Tereshkova. To our surprise he gave us a Saurian ether propeller. I could tell by the pained expression on Moriarty's face that this was what he had been after all the time. Holmes and Mycroft had the most satisfied expressions on their faces I had ever seen.
Holmes turned to me and said, "Well, Watson, there's a new game afoot now."
Instead of heading home to my wife, we took off for Mercury to acquire fire jewels and ammonia. The fire jewels were found readily on the ground, but we had to dig in the third level of a tin mine in Princess Christiana to find the ammonia. We also had to dispose of the very disagreeable owner of the mine to do this.
With the modified ether ship, we took off for Europa in the northeast section of the solar system. We discovered the Saurians had left the planet long ago for Earth! They lived in the center of Earth. There was a secret entrance to the interior at the North Pole. Needless to say, we hurried home and explored around the North Pole until we found the entrance. As to what happened in there, that cannot be printed. The reader will have to go there to find that out.
The End
SPACE 1889 is published by Paragon Software and distributed by MicroProse.