(Continued from my previous posts.)
I’ve now utilized the teleportation booths, visiting both an asteroid and an alien city. I haven’t found any way to extend my oxygen (or swap the helium that’s currently in the ship’s air with oxygen); with teleportation it may just be possible to go fast enough, but given I still have some puzzles to go I have my doubts.
All amidst a flurry of bugs, alas.

A preliminary NASA design for a 12-man module from ’69-’70. It normally is in zero-G but allows for rotation to test artificial gravity. This is smaller than the Derelict ship but with the same concept, connecting floors via a central shaft.
My first breakthrough was simply figuring out how to work the glass booths everywhere on the map. Saying both LOOK GLASS and LOOK BOOTH let to the game declaring they weren’t there, but for whatever reason GO BOOTH is special-cased to allow entering. Please note that this is different from every other object in the game; MAGNETIC BOOTS must be referred to as MAGNETIC (or just MA), not BOOTS; it’s using the initial part of the string, with no notion of which part is the verb and what’s the adjective.

Leaving is just a matter of GO OUT, but that’s not safe with the droid (who seems to always miss their first shot, but shots later have a random chance to hit). Trying to PUSH KEYBOARD leads to the game asking for a number from 1 to 99. Trying out “1” since there seemed to be no logical way to do better, as “YOU MOLECULES ARE SCATTERED”:

2 and 3 similarly lead to inadvertent exploration of the known universe; locations start at 4. I ended up just brute forcing all 99 options, although most led to death.

There’s a way to avoid at least some of the brute force (kind of, I’ll get back to that) and three of the locations — as marked in boldface — go to new areas, which I’ll also get back to. I originally didn’t have the colors on my chart but I teleported myself to SECURITY (23) to try to pop open the safe, now that the power was on. Remember, I had determined the safe was
SAFE: BLACK/PURPLE – BLACK/YELLOW – BLACK/PURPLE
but typing in PURPLE-YELLOW-PURPLE didn’t work, and I realized quickly the safe really wanted a numeric code. I realized I could triangulate the room colors with the teleport locations, leading me to find the base-10-using aliens had the code
black = 0
brown = 1
red = 2
orange = 3
yellow = 4
green = 5
blue = 6
purple = 7
gray = 8
white = 9
that is, the same order that’s on the chart from the communications room. So BLACK/PURPLE is 07 or just 7, BLACK/YELLOW is 04 or just 4, and BLACK/PURPLE is 7 again. The combination for the safe is 747.

Popping open the safe reveals a ring of keys, a phaser, and some coins. The coins are just a treasure, the keys go to the locked cabinet in the sick bay (which you’ll see shortly), and the phaser can be used to smite droids, specifically with the verb BLAST.

The two-letter parser means there’s a lot of nonsense here: the green verbs are real, blue verbs map elsewhere. I found out from the response to PLAY that PLACE has to be a verb, not on my standard list (but I added it), and BLAST (not listed) I figured out while playing around with the phaser.
Blasting droids is quite satisfying and since they seem to always miss their first shot the droid rooms are now completely safe.

Above, I’ve used the keys on the cabinet, with the debris of a destroyed droid close by. This reveals
a gray box with a knob (this creates a beam, I haven’t done anything useful with it)
a silver wire (I also haven’t done anything useful with it)
and immortality serum (!!). I tried every verb I had extracted to see if it was possible to take the serum and thus survive the oncoming lack of oxygen, but had no luck. I tested out DRINK with a response of O.K. but that just mapped to DROP.

I finally realized (by testing it at back at the ship) the serum is simply intended as a treasure and we can’t use it. I admit I was looking forward to some even-more-terrible ending message by testing out the teleport-your-molecules device whilst immortal, but alas the technical requirements of this game remain extreme (it uses 12k rather than 8k, at least) and I don’t think the authors would have wanted to custom handle that.
Returning to those new locations: one is supposed to be clued by the projector in the library, which shows a brown and black alien city so the teleportation code 10 matches.

I suspect most people who played got this already by brute force. The thing is: at least some death-testing is required to understand the code, the asteroid has no similar clue, and there’s no reason why the authors couldn’t have dropped yet another hidden teleport somewhere in the 80s or whatnot.
The puzzle is rescued by the fact that the safe really needs the player to have understood the code. I’m not sure if changing the puzzle to remove the brute force (by adding more digits, say) would have made it stronger.

The new locations are above; I marked the teleport destinations. The shaft is the buggy one, as there’s no glass booth in the room, and when you leave the booth to enter the room the booth disappears. There’s also no corresponding color (it’d be black/yellow, 04). That buggy room — which a player is most likely to come across first — is another reason why the brute force can only sort-of be avoided — even if someone spots the pattern early they get dealt a room that breaks the pattern! But it’s the only one.

The asteroid just has a titanium pickax (treasure) and some lumps of coal (not treasure, yet).

The city is more interesting; it has a “press” that you can PLACE the lumps in (…thanks goodness I randomly learned about that verb…) and convert them into diamonds, as long the power is going.

While I now can easily open the bay doors and drop the tractor beam for escape, there’s still the matter of getting the treasures. Things I have yet to puzzle out are:
- The box that shoots a beam
- The silver wire
- A flashlight near where the diamond press is (you can turn it on, but why? there’s no darkness)
- An oven with a bottle of cooking oil
- A metallic suit, which can’t be worn at the same time as the oxygen is attached
- Some “shielding” near the radiation sign
More details on the last point: the shielding is at the hyperspace drive, and I’ve successfully lit up a welding torch and managed to CUT SHIELDING. Unfortunately this simply kills the player.

(By the way, CUT on anything else has the game claim you don’t have a torch, even when you do. I have to keep alert with any parser message to determine if it’s saying something real or if it’s just a bug.)
The reason why you’d want the shielding is back at the lab: there’s a machine that indicates (via cryptogram) it is for turning lead into gold. So I imagine you can get gold shielding if you can just survive ripping it off from the engine.
I suspect I’m closing in on the ending, and I also even suspect I have all the verbs. I’m still probably getting stuck via some cryptic parser response without realizing it. If someone wants to check Dale Dobson’s playthrough, I’d appreciate any ROT13 hints (especially if it turns out I’m missing something outrageous).
I looked at both Dale Dobson’s playthrough and the CASA solution on how to get the shielding without dying, but neither indicate this was an issue they encountered. It’s possible that the danger was solved passively by a preparatory command and the possibility of death there wasn’t even apparent. Based on the walkthrough, the two options I suspect are (1) JRNE ALYBA beforehand, or (2) univat gur zrgnyyvp fhvg va vairagbel (rira vs abg jbea).
On the subject of more oxygen (#1-#6 are about the solution, while #7-#8 wrangle syntax, best i can discern from the walkthrough):
1. Lbh nyernql unir nabgure bkltra fbhepr ninvynoyr nyernql.
2. Ohg qvqa’g erpbtavmr vg nf fhpu.
3. Bkltra vf hfrshy sbe zber guna whfg oernguvat.
4. Gur tnzr anzrq bar bs lbhe cbffrffvbaf jvgubhg erirnyvat vgf pbzcbfvgvba.
5. Jung tnfrf unir lbh sbhaq, naq jung zvtug gurl pbafvfg bs?
6. Gur jryqvat tnf nccneragyl pbagnvaf (be vf) bkltra.
7. Naq sebz gur PNFN fbyhgvba, pna nccneragyl or NGGNPURQ yvxr gur bevtvany bkltra fbhepr…
8. …nygubhtu gur fbyhgvba fhttrfgf vg nggnpurf gb gur *zrgnyyvp* fhvg, abg gur alyba fhvg.
I also took a look at both Dobson’s write-up and CASA, but I think this solution may be superior:
https://gamesolutions.efzeven.nl/derelict-walkthrough-aardvark1982/
Some additional hints:
The box and the wire:
Gur angher bs bar vf va vgf qrfpevcgvba, gur shapgvba bs gur bgure vf qrfpevorq ol vgf hfntr.
The oven/oil:
Unf fbzrbar orra pbbxvat? Vg fzryyf xvaq bs svful va urer…
Kind of an interesting one in that he/they took a fiddly hard sci-fi setting and jammed a traditional treasure hunt in there along with the expected survival/escape stuff, especially within the very tight memory constraints. It’s like 10 pounds of game in a five pound bag, so to speak…
How fascinating that the droids always fire a “fake shot” that always misses before having a chance to hit you. I remember this being touted as an innovation for some FPS in the 2000s.
That alien color-code looks familiar… https://en.wikipedia.org/wiki/Electronic_color_code
Apologies, the spam filter snagged this one. I have rescued it.
Jason, re reversing the colour code, I can’t help thinking maybe you missed a (to me, pretty obvious) clue to how it works, one that in fact suggests the aliens don’t use base-10. It was the second thing I thought of when I looked at the code and your decoding of the colour names (the first thing was “that’s the resistor colour code”).
Having spotted that, it seemed to me pretty obvious what the colours in the rooms were going to be for, and that hunch seemed to be confirmed by the fact that the pushbuttons are coloured. So I’m not sure it needs reverse engineering.
oho! nice catch!
and no, I do not have the resistor color code memorized
There is a horrifyingly offensive mnemonic for it that unfortunately I do have memorized, but it’s black/brown/spectrum minus indigo/gray/white. I could argue that it might be plausible that the aliens use ROYGBV because that’s a physical constant, but there’s no particular reason for it to start with black and brown and end in gray and white, and furthermore:
brown as I understand it is an artifact of the human visual system, which only appears as brown when contrasted with another color, and the idea that “purple” (mixed red and blue) looks the same as violet is definitely an artifact of the human visual system which seems to be poorly understood. (I’ve looked it up and found a graph of human visual response to various spectra which seemed to boil down to “mixed red and blue looks like violet, for some reason.”)
Fair enough, you know it or you don’t, but in any case it’s not necessary.
As I alluded to in my previous comment (perhaps a little too obliquely), the #s and !s alongside the colours stand in for the binary digits 0 and 1, giving the numerical values, so if you spot the (perhaps more familiar) pattern of ascending binary numbers, that gets you there too.
Whether this puzzle was chosen to fit the scenario, or because it was something that would appeal to and be solvable by the sort of person who was likely to be playing an adventure game at the time, is open for debate…