Roger Wilco
A hapless space janitor and accidental hero who must escape captivity and thwart Vohaul.
Documented for this version
This DOS release is primarily controlled through typed text-parser commands.
Exact keyboard shortcuts can vary by release and documentation; no undocumented bindings are listed.
How it plays
The game uses a first-person illustrated adventure view with typed commands and screen-based exploration. Players move Roger through alien environments, examine scenery, collect objects, talk to characters, and enter commands to solve puzzles and survive hazards.
Progression follows a sequence of locations and puzzle solutions rather than a freely selectable structure. The player must combine inventory items, discover parser vocabulary, and make choices that avoid traps or advance the story. Wrong actions can kill Roger, so frequent saved games are important.
Plan your run
Save frequently, especially before entering a new screen, trying an unfamiliar command, or approaching an apparent hazard. Sierra adventure puzzles can have irreversible consequences, and some deaths are signposted only subtly.
Examine every important object and try straightforward parser verbs such as look, take, use, open, talk, and ask. Keep a written inventory of locations and unexplained clues, and revisit earlier areas when a newly acquired item suggests another solution.
Meet the cast
A hapless space janitor and accidental hero who must escape captivity and thwart Vohaul.
The vengeful scientist whose plan and kidnapping of Roger drive the adventure.
Before you begin
Save before experiments and before hazardous-looking scenery.
Use the parser's simplest likely verb and noun combinations.
Search each screen carefully; exits and useful objects can be easy to miss.
Space Quest II: Vohaul's Revenge is a science-fiction graphic adventure developed and published by Sierra On-Line for DOS in 1987. It follows Roger Wilco, the accidentally heroic janitor from the first game, after he is kidnapped by the vengeful scientist Vohaul. The game combines illustrated exploration, text-parser interaction, environmental puzzles, and slapstick humor with frequent danger and timed situations. Its tone parodies space opera and classic science fiction while retaining Sierra's unforgiving adventure design. Contemporary and later reception generally praised its writing, atmosphere, and expanded presentation, although the possibility of sudden deaths and the need to save often were considered challenging.
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