Xenophobe/Starbase 4



STARBASE INFESTED

TRANSFER ENGAGED

Xenos: 300

Room 1
You may insert your weapon into the oil drum in the centre of this room (but it shall just swallow it up); the bomb on its right side is also worth 500 points.

Room 2
The "XX% ALIEN INFESTED" display indicates the percentage of Xenos remaining on the starbase; the button on the left side of it may also be pushed, to make it change onto the self-destruct timer (for a few seconds), and the three bombs in the centre of this room may also be picked up for 1000 points.

Rooms 3 and 4
The buttons in both rooms can be pressed to call down the elevator that separates them, and once inside you can go up to the first floor (Rooms 10-18); you can also pass through from one room to the other (once you call it down), and the three bombs in that third room may get picked up for 1000 points.

Room 5
The beaker in the centre of this room may be picked up for a health bonus of 50, while the lamp upon its right side may also be picked up for 500 points.

Room 6
The button on the wall may be pushed to stop that self-destruct timer; the rope in the centre and the bomb on the right are also worth 500 points apiece.

Room 7
The disc in the centre of this room may be picked up for 1000 points, while the pistol on the right side of it may also be picked up to replace your phazer.

Room 8
The bomb on the left side of the room may be picked up, for 500 points; the hole on the right side of it also leads to Room 33 in the basement if fell into.

Room 9
The seeds in the centre of this room (which, like the ones on the previous starbase, look more like a packet of crisps), may be picked up, for 250 points.

Rooms 10 and 11
Upon the starbase's first floor, the bomb in the eleventh room may be picked up for 500 points; you may also go back to the ground floor in the elevator.

Room 12
The matches on the left side of this room may be picked up for 250 points, while the button on the wall may be pressed to make the forty-nine gold orbs in the centre of it (which your characters, and the Xenos, will have to walk behind and be obscured from view) momentarily change their colour to silver; also, if you can jump into the orbs before they stop flashing, 1000 points will be added to your health. You can repeat this process, each success adding another 1000 points to your health, but your health amount cannot be raised over the maximum of 9999, so once your health amount is at 9999 you will again have to get back to the initial objective of the base's destruction (another room containing forty-nine gold orbs is also present on the eighth base).

Room 13
The rifle on the right side of this room may be picked up to replace a phazer or pistol; as mentioned on the previous starbase, it can also replace a gun.

Room 14
The bomb in the centre of this room may be picked up for 500 points; the next room also has another disc and lamp in it, and you may need the former.

Room 15
The disc in the centre of this room may again be picked up for 1000 points while the lamp upon the right side of it may also be picked up for 500 points.

Room 16
The malfunctioning vending machine on the left side of this room will fire bolts of electricity at you because it is malfunctioning; the can of beans in front of it is also worth another health bonus of 50, and you can also insert your weapon into the oil drum on the right of it, but it will, again, just swallow it up.

Room 17
The tools on the right side of this room may be picked up, for 500 points; the next room also happens to be the last of this floor (but not the base itself).

Room 18
The "XX% ALIEN INFESTED" display indicates the percentage of Xenos remaining on the starbase; the button on the left side of it can also be pushed to again make it change over to the self-destruct timer (for a few seconds) and the knife in the centre of the room may also be picked up for 500 points.

Rooms 19 & 20
On the 2nd floor, the three bombs in the nineteenth room may be picked up for 1000 points; you may also go back down to the first floor in the elevator.

Room 21
The bomb in the centre of this room is worth 500 points while the disc on the right side of it is worth 1000; the next room also has some more tools in it.

Room 22
The tools on the left side of this room are worth 500 points, while the Bassett's Liquorice Allsorts in the centre of it are worth a third health bonus of 50.

Room 23
The mug on the right side of this room may be picked up, for a health bonus of 50; Large Xenos may also peer into it through the huge hole in the wall.

Room 24
The keycard upon the left side of this room is worth 1000 points, while the tools upon the right side of it (mostly hidden by the third bed) are worth 500.

Room 25
The glass panel upon the left side of the self-destruct timer may be broken, to reveal a keypad, and the button on the right side of it may be pushed, to temporarily freeze it for a second time; the pistol upon the right side of this room may also be picked up, to replace a phazer (if you still only have one).

Room 26
The bomb in the centre of this room may be picked up for 500 points; the next room, again, happens to be the last of this floor (but not the base itself).

Room 27
The "XX% ALIEN INFESTED" display indicates the percentage of Xenos remaining on the starbase; the button on the left side of it can also be pushed to again make it change over to the self-destruct timer (for a few seconds), and a disc may also be inserted into the slot on the left side of the display to get beamed down to this starbase's basement. However, unlike on the previous starbase, you can also go down to the basement by using the elevator.

Rooms 28 and 29
In the basement of the starbase, you can press the buttons on the walls of both rooms to call down the elevator, if you used a disc on the second floor.

Room 30
A keycard may get inserted into the red hole, to turn off a magnetic force field on the metal bars' left side (that prevents your characters from passing), while the code on the room's left side is worth 1000 points, and the Bassett's Liquorice Allsorts on the room's right side are worth a health bonus of 50.

Room 31
The pistol upon the right side of the room may be picked up to replace a phazer (again, if you still only have one); the next room also has a fourth disc.

Room 32
The disc upon the left side of the room is worth 1000 points; your characters and the Xenos will also, again, pass behind the ribcage in the centre of it.

Room 33
The bomb upon the left side of this room may be picked up, for 500 points; the next room also has another one of these bombs in it (but nothing else).

Room 34
The bomb in the centre of this room may be picked up for 500 points; the next room also again refers to the basement as an "Interstellar Root Cellar".

Room 35
The "XX% ALIEN INFESTED" display indicates the percentage of Xenos remaining on the starbase; the button to the left of it can also be pushed, to once again make it change to that self-destruct timer (for a few seconds), and you may also insert your weapon into the oil drum to the left of it (but it shall, once again, just swallow it up, so you should not do that). It is also worth noting that the next room happens to be the last one for this starbase.

Room 36
A keycard may be inserted into the red hole, to turn off a magnetic force field on the metal bars' right side (that prevents your characters from passing), while the code on the room's left side is worth 1000 points; if you fail to destroy the base before the self-destruct timer runs out the Xenos shall overrun it, and you will not receive any bonus (except for that 1000-point one for every item you recovered from the base). But if you ordered the destruction of the base, you'll receive 100 points for every Xeno you killed (up to a maximum of 29900) - and if you managed to kill all 300 Xenos on this base before the self-destruct timer ran out, you will receive a health bonus of 200, along with 300 points for every Xeno you had killed (up to a maximum of 90000). The next starbase, like the third one, contains twenty-seven rooms over three floors, which is less than this one; this also means that there will also be fewer Xenos to contend with (225, as opposed to 300), but this is still a lot if you happen to be playing for the bonus you will receive for killing them all.