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1.

CREATING CHARACTERS

SPACE 1889
The Official Cluebook - Contents
1. Creating Characters
A. Attributes
B. Careers
C. Skill

3. The Main Scenario

4. Space 1889 SUb-plots

12

5. Maps of Planets and Cities

16

Clue book Design - Ardy D. Mullins


Cluebook Typsetting - Antony J . Bond

Please Note: This Cluebook is based


on the IBM PC version of the game
and some information may differ
for the Amiga and Atari ST versions.

Space 1889

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4
4

Space 1889 is licenced to Empire Software

There are six basic attributes that your characters will


possess. They are:

2. Locations to Explore

Game Program Copyright 1991 Paragon Software Corporation


& Game Designer's Workshop
Cluebook content 1991 Paragon Software Corporation

A. Atttributes

1. STRENGTH (STR): This attribute refers to the character's muscular power. It also determines the character's
weight and the amount of equipment that he can carry
(Weight = STR x 200 + 100, Load = 20% of the characters
weight). A rating of five or six is necessary. Any rating less
than five seriously effects the character's success in the
game.
2. AGILITY (AGL): This attribute is based on the character's ability to move swiftly and effortlessly, and on his
ability to remain mentally alert at all times. A rating of four,
five or six is adequate for a character. Any rating less than
four adversely effects the proficiency of a character's skills
under the Agility category.
3. ENDURANCE (END): This attribute refers to the
character's physical stamina and his ability to perform
strenuous activities over an extended period of time.
Endurance also determines the character's health and
fatigue levels (Health = STR + END. unconscious level =
(END+STR)/2. A rating of five or six is adequate, any
rating less than five adversely effects the character's
stamina in combat, as well as his ability to carry equipment
long diste1nces.
4. INTELLECT (INT): This attribute is determined by the
character's basic intelligence, as well as his ability to arrive
at logical, competent conclusions. A rating of four, five or
six is adequate. Any rating less than four adversely effects
the character's specific intellect skills.
5. CHARISMA (CHR): This attribute refers to the character's ability to easily charm or inspire other individuals. A
rating of four, five or six is suitable. Any rating less than
four hinders the character's specific charisma skills.
6. SOCIAL LEVEL (SOC): This attribute is defined by the
character's standing within the social hierarchy of the
Victorian Age. A rating of four, five or six is sufficient. Any

The Official Cluebook

rating less than four adversely effects the character's social


skills and social class.

B. careers

All of the careers for the game are listed in the main manual,
with specific skills discussed in this manual.

C. Skills

In Space 1889, there are 24 skills that are divided between


six attributes. However, only some of these skills are
necessary to play the game and here follows a list of those

SOCIAL LEVEL
Piloting - Ship speed for boats and zeppelins during
ground mode, and ether flyers during space combat.
Medicine - Necessary to cure members of your party.

that are;
STRENGTH
Fisticuffs - A skill necessary to fight an enemy hand-to-

hand.
Throwing - A skill necessary for throwing objects accurately.
Close Combat - Using melee weapons and guns at close
range .
Trimsman - Ether Flyer movement up and down.

11111/li!!lll/!1!11 11 1"'

AGILITY
Stealth - Necessary to successfully rob.
Crime - Necessary to successfully rob and to use lockpicks.
Marksmanship - For striking an enemy over a long range .
ENDURANCE
Wilderness Travel - Reduces fatigue levels when traveling.
Tracking - This skill is essential to determire if there are any
NPC's in the immediate area.
Swimming - This skill is required to traverse water. A
character must be wearing a water breather before he can

swim.
INTELECT
Observation - This skill is essential to examine objects.
Engineering - Successful use of dynamite and detonite.
Also effects the length of time before an explosion occurs.
Science - Necessary for navigating an ether flyer.
CHARISMA
Bargaining - Getting the best prices when buying and
selling objects.
Linguistics - Understanding the language of NPC's.

The Official Cluebook

Space 1889

3. THE MAIN SCENARIO

2. LOCATIONS TO EXPLORE

Earth:

London
New Yori<
San Fransisco
Teotihuacan
EgypWalley of the Kings
Far East/Angkor
Mexico

Final Objective - To discover the hidden civilization of the


Saurians, a master race of immortal beings, who will share
their secrets and give you the ultimate reward.
1. Opening sequence discussing the tomb of King
Tutankhamen.
2. Acquire the report outlining the Tutankhamen expedition from Claus Von Schmelling, who is walking around the
city of London.

Luna:

Caverns

Venus :

Venusstadt
Thetis Mountains
Ganis Mountains

3. The report instructs you to see Hans Ogleby who is in the


Inn in New York City.

Mercury:

Princess Christiana Station

4. Before leaving London, acquire the fever serum from


Doctor Raven in the Inn in London.

Mars:

Ausonia
Gaaryan
Moab
Syrtis Major
Moerus Lacus
Boreosyrtis League
Aubochon

5. Hans Ogleby instructs you to see Nathaniel Johannsan


who is in the tavern in San Francisco.
6. Johannsan informs you that he has funded a German
expedition that is already at work in the Valley of the Kings
in Egypt. Johannsan tells you that you are welcome to join
the excursion and gives you a map with critical information
scribbled on it.
7. Travel to Egypt and search for the false tomb where the
corrupt German excavators are at work. A stairwell is
visible near the bottom left portion of the map alongside the
lower wall.
8. Inside the false tomb, battle the Germans. Two important items that need to be retrieved are a key that can be
used in Egypt, and a paper with the newly discovered
coordinates to King Tut's real tomb.
9. Follow the coordinates on the paper to discover the real
tomb (14 paces south of the spot in the desert) . Dig on the
exact spot to find the entrance.
10. Go to the lowest level of the tomb and follow the
coordinates that are scribbled on the maps that
Johannsan gave you (10 paces north, 1 pace west) . Dig

Space 1889

The Official Cluebook

on that spot and you will find an entrance to a new level.

barrier between the two pillars.

11 . Dynamite the wall directly behind the stairs to find the


burial chamber.

21 . Have your entire party use the water breathers to swim


to the entrance to the caverns of Atlantis.

12. View the burial tomb and take Tut's treasures and the
stone tablet discovered with him.

22. Go to the lowest level of Atlantis (dynamite will be


needed here as well) and discover the decaying corpse of
the lost Red Captain of Mars (view burial coffin) .

13. Go to the building with the statues surrounding it in


Egypt. Go to the upper level of the building and use the key
to enter the room where Mary Kingsley is.
14. Give Mary Kingsley the fever serum. She will share
important information and give you a message to carry to
Alfred C. Hobbs in New York.
15. Search for Alfred Hobbs in the large white building in the
bottom right portion of the New York map. Hobbs is located
on the second level of the building. Give him Mary's
message and he will give you a special set of lockpicks
designed to be used in the pyramids in Teotihuacan,
Mexico.
16. Travel to Mexico and find the pyramid where the doors
are locked. Use the lockpicks to gain entrance.
17. Find the tiny room where an Inca is standing. Talk to the
Inca. He will tell you that you need to return the tablets to
their altars before you can gain access to the special room
behind him.
18. Go to the pyramid directly to the east. Take the tablets
that are in the upper corner rooms. Find the two altars that
are in the middle of the building. Drop the tablets on the
blocks in front of the two altars. You will hear a rumbling
sound to your west.
19. Return to the pyramid to the west. The room with the
Inca guard can row be entered. There is a water breather
as well as a map that pinpoints the location to the lost city
of Atlantis.
20. Equip your party with water breathers (they can be
bought in an Alchemist shop). Follow the clues on the map
to discover a cave-like structure in the South East corner of
Teotihuacan. Use dynamite to blast a whole through the

Space 1889

23. Take the scrolls of the ancients, the Red Capta in's
diary and his identification tag .
24. USE the scrolls of the Ancients to decipher the stone
tablet discovered with King Tut.
25. Study the Red Captain diary which leads you to Angkor
in the Far East.
26. Find the sacred Altar in Angkor and use the Scrolls of
the Ancients to view the altar and to translate the message
carved on it.
27. The adventure continues on Mars. You will need to
build an ether flyer and journey there .
28. At the ether port on Mars, journey a short distance
rorth and enter the city of Ausonia.
29. Enter the cave in Ausonia and rescue Mary Kingsley's
partner Zoho. Zoho gives you a travel pass to journey
freely on Mars. As well, Zoho alerts you to a vast German
conspiracy in an attempt to acquire universal power. Zoho
asks you to thwart the conspiracy. He sends you to the
German warehouse in Venusstadt, on the planet Venus, to
find German uniforms that can be used to gain access to
the German Headquarters on Mars.
30. Travel to Venus and get the German uniforms in the
warehouse in Venusstadt. Talk to Simon O' Rourke in the
warehouse.
31 . O' Rourke sends you to Fort Bismarck in the Thetis
Mountains of Venus. Use the German uniforms to gain
access .

The Official Cluebook

32. Battle Oberst Hans Kurt and take his German Headquarters pass.

44. Talk to Edison who will advise you how to make long
ether journeys past the asteroid belt.

33. Return to Mars and journey to the city of Syrtis Major.


Use the travel pass inside the city to rent a sandboat to
travel to the German Headquarters.

45. Travel to the caverns of Luna and search out Professor


Tereshkova. Give him Kleuht's emerald and he will give
you a special ether propeller.

34. Use the German Uniforms to gain access to the first


floor of the German Headquarters.

46. Journey to Mercury and discover the giant glow crystal


on the banks of the World River. As well, dig for the
ammonia springs in the lowest level of the mines in
Princess Christiana Station.

35. Get to the third floor of the Headquarters and use the
Kurt's German HQ pass to gain access to the inner sanctum where you will find the German mastermind Baron Von
Gruber. Talk to Von Gruber and kill him. Take his key to
King Hattabranx's castle.

47. Go to the ether port and update your propeller to use


the Saurian propeller. The glow crystal and ammonia will
be added automatically.

36. Journey to King Hattabranx's castle in Boreosyrtis


League. Go to the second floor, and use the castle key to
gain entrance to the upper rooms.

48. Journey in space through the asteroid belt. Travel to


Europa, Jupiter's moon on the upper right hand corner of
the space map.

37. Discover King Hattabranx, talk to him and then defeat


him. Take his key to the worm cult.

49. Read the message that instructs you journey back to


the Earth's farthest point north. Enter the hollow Earth and
negotiate the complex mazes to discover the Saurian
Eoger Luirv, who is waiting to reward your party for a long
and difficult journey.

38. Venture to the city of the Moab and discover Teegok


Quugliani who is wandering through the city. Teegok will
give you a map that pinpoints the hidden location of the
worm cult.
39. After studying the map, return to Boreosyrtis League
and dig in the location on the map to find the entrance (hint
-between the claws of sand beetle made up of yellow desert
sands) .
40. Go to the lowest level of the worm cult and give the
scrolls of the ancients to Kleuht Na Vriss. Talk to Kleuht. He
will share some very important information.
41. Take Kleuht's emerald and follow his instructions to
journey to Luna to discover Professor Tereshkova.
42. Leave Mars, and link and board with the Whisperdeath
Ship (don't fight the ship, just link with it) .
43. Battle the Ether Rogue pirates and rescue Thomas
Edison, who has been kidnapped.

10

Space 1889

The Official Cluebook

11

4. SPACE 1889 SUB-PLOTS


1. General Andre Foucard is searching for proof that
Ravachol the Anarchist is dead.
2. Joseph Chamberlain, on Earth, asks you to venture to
Mars to rescue Emilie Van Warren, an American Botanist
who has been kidnapped by a band of Martian pirates.
3. Red Captain Frederick Bumaby is searching for Captain
Freemerchanfs whereabouts. If you can answer his question he will give you his Medal of Honor.
4. James Grimes, in London, will sell you his ether flyer
blueprints. These blueprints can be sold to a Martian
named Samon.
5. The Martian Witch Doctor Kur wants the steppe tiger
cane that belongs to the wicked Prince Aubochon. The She
Devil of the Desert will give you the Talisman of MangliDesh, which is actually a key that can be used to enter the
Prince's castle. A Martian named Murlark also wants the
cane, but he is as corrupt as the Prince himself.
6. There is a multi-stage sut:rplot where you are the liaison
between the Martian tribes in their unification against the
humans. You will carry tribal bajuys to the camps of Kai,
Lopkan, Karkem, Ucuz, Photho and back to Kai. If the
Martian unification is completed, you will receive an increase in your observation skill. ** Tycuss Nhe, Photho's
ruthless son, may try to thwart the unification.
7. The U.S. Army has a new formula for transparent
aluminum. The Army is accepting bids from the Martians
-and the Lizard Men on Venus. You can be the liaison that
acquires the bids from the two parties. You could also be
brave and try to steal the formula for your own gain.
8. In the Canal Keepers sut:rplot, you will be asked to
assassinate the fanatic leader of the cult, Volaace
Zeenkeer. If you are successful, you will be permitted to
enter the Temple of the Keepers where you will acquire the
precious Amulet of Seldon, which is in great demand by two
NPC's in the game.

12

Space 1889

9. Toruk the Loyal, a brave Martian, asks you to help his


dying son by retrieving a magic necklace from Zaturo the
Champion. Zaturo sends you to Fazuck the healer, who
must cast a spell on the necklace. Fazuck sends you to
Mynosii Aalum for a special incense, and to Zardan for a
magic talisman. Unfortunately, Zardan doesn't have a
talisman, so you are forced to hunt down and kill the
Legendary Sandwing for the magic properties of its
venom. When the ingredients are gathered, Fazuck
completes the spell and sends you back to Toruk. After
Toruk's son is healed, he gives you the healing necklace
to use in the future.
10. Thomas Elias Grimes, a big game hunter on Earth,
asks you to get him a Steppe Tiger hide from Mars.
11. Claude Brumford asks you to crush the tin market
conspiracy on Mercury by retrieving the blueprints to a
powerful tin mining machine, The Tin Juggernaut.
12. Herr Carl Hoffman, on Venus, collects Red Captain
Memorabilia and will reward you for Captain Burnaby's
medal of Honor.
13. Naporrow Bing, a Moon Man on Luna, asks you to
retrieve his lost Moon Man War Mask.
14. Prince Jharmook, the leader of Ausonia, asks you to
battle the deadly skrill and retrieve his crown which is in the
center of the Skrill Arena.
15. The Martian Jekuyaz asks you to stop the German
Littwood Poachers on Mars for a reward.
16. Hirakaya Nakimatura, on Mercury, is searching for a
statue of a mythical Hindu Bird named Garuda. The statue
is hidden in one of the temples in Angkor. If it is retrieved,
He gives you a Japanese cipher book that Pai Mi Soun is
searching for in the Far East on Earth.
17. Heinrich Schliemann, in London, is searching for
evidence of Homer's existence. He rewards you for a
Mycenean Gold Mask that can be found in the museum in
Egypt.

The Official Cluebook

13

18. Sir Norman Lockyer, a astronomer on Venus, asks you


to retrieve a special object from Stonehenge in London. On
every 30th day, the sun shines on the spot where the
hidden object is buried. If you take the object back to
Lockyer, he gives you a historic telescope that Galileo
supposedly used. He tells you to take the telescope to Sir
Alec Lifeson on Mercury for a significant reward. If you take
the object to Lifeson, he tells you that it is not authentic and
that Lockyer took advantage of you.
19. The constables and the bartenders in each city share
some hints and tid-bits on the city that you are visiting.

30. Giorgio Polo, a perfume manufacturer, asks you to


retrieve Shell Glands from the Large Crabs in the World
River on Mercury.

21. Dr. Gregory Fairbanks, a researcher on Mars, asks you


to discover proof that life exists beneath the desert sands
of Mars. If you can discover evidence from the underground city of the Moab, Fairbanks will reward you.
22. You can join the San Francisco gold rush by digging in
the caves.

33. Grigori Rasputin, the Czarist revolutionary, will increase your stealth skill for a French Lebel Rifle.

23. The museum curator in Egypt asks you to unearth a


ruby chalice that belonged to a great prophet. The chalice
is supposedly buried in Silbury Hill in England. Her Cart
Hoffman, on Venus, is an avid collector of Red Captain
memorabilia. If you give him Captain Burnaby's Medal of
Honor, he will tell you exactly where to dig for the chalice
inside Silbury Hill.

34. Robert Edwin Perry, on Venus, will increase your


leadership skill for a Remington Rolling Block Rifle.

24. In the Crystal Palace in New York, there are several


merchants looking for a variety of items.
25. Doctor Vincent Buembats, in New York, will increase
your medical skill for a new doctor's bag.
26. Cyrus Grant, a scientist on Earth, is searching for
evidence of a glowing substance on the Moon. If you can
retrieve the glowing ye llow fungus, Grant will reward you.
27. Beware of the misanthropic Ground Cleansers on
Mars; they will attack without provocation.

Space 1889

29. Frank Chadwick, the President of Chadwick, Inc., asks


you to acquire Bog-weed from Venus for a special formula.

31. Johnny Wilson, a museum curator on Mercury, recruits


you to go on a number of archaeological missions for him.
You will be asked to retrieve a magic arrow and a statue
from the Far East as -well as the sword of a great Martian
King . Wilson will pay a handsome sum of money for your
efforts. 32. Jules Verne, who is visiting Mars to research
his new novel, asks you to journey to the Governor's
mansion in Venusstadt to retrieve a handwritten set of
manuscripts by William Shakespeare. If you return the
manuscripts to Verne, he will instruct you to take them to
the museum curator in London for a significant payment.

20. Althar of Thalia, on Mars, asks you to get him a bison


hide from Earth so that he can make a battle headdress.
The bison are guarded by the North American Indians.

14

28. There are a number of merchants on Mars who will buy


a variety of items.

35. Guglielmo Marconi, conducting research on Venus,


will increase your engineering skill for a mineral detector.
36. Buffalo Bill Cody, vacationing on Venus, will increase
your marksmanship skill for a Winchester rifle.
37. Phineas T. Barnum, establishing the first-ever circus
on Venus, will increase you theatrics skill for a set of
lockpicks.
38. A botanist on Venus will pay you to discover a rare
breed of orchid called the Oma Jolima.
39. London's police inspector A.C. Doyle posts a $2,000
reward for proof that the maniacal serial killer Jack the
Ripper has been eliminated from the streets of London.

The Official Cluebook

15

5. MAPS OF PLANETS AND CITIES


-- ----- ------- - -- :~~- ---------- - - -----

. -

The following are diagrams of the planets and cities in


SPACE 1889.

Earth
London
New York
Angkor
San Francisco
Egypt
Teotihuacan
Atlantis

17
18
19
20
21
22
23
24

Venus
Thetis Mountains
Venusstadt
Ganis Mountains

26
27
28

Mercury
Princess Christiana Station

29
30

Mars
Aubochon
Moab
Syrtis Major
Moerus Lacus
Gaaryan
Ausonia
Boreosyrtis League

31
32
33
34
35
36
37
38

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39

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Space 1889

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The Official Cluebook

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The Official Cluebook

39

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