Xenophobe/Starbase 1 (Revisited)

SHUTTLE INFESTED

TRANSFER ENGAGED

Xenos: 75

Room 1
Welcome back to the first starbase. The disc in the centre of the room may be picked up for 1000 points (at the start of the game, there was only a 250-point vial and a 500-point bomb), and you may insert your weapon into the newly-added oil drum upon the right side of it; however, it will just swallow it.

Room 2
The malfunctioning vending machine on the left side of this room will fire bolts of electricity at you (because it is malfunctioning), while the code in front of it may get picked up for 1000 points, the mug in the centre of the room may get picked up for a health bonus of 50, and the three bombs on the right side of the room may be picked up for 1000 points; you can also repair the vendors by pressing your left thumb buttons while standing in front of them.

Room 3
The tools on the room's left side may be picked up for 500 points, while the gun in the centre of it may be picked up to replace a phazer, pistol, or rifle.

Room 4
The Bassett's Liquorice Allsorts on the left side of this room may get picked up for a health bonus of 50, while the lamp (partly obscured by the Cargo Center) in the centre of it may get picked up (for 500 points); the "XX% ALIEN INFESTED" display also indicates the percentage of Xenos remaining.

Room 5
The three bombs in the centre of this room may be picked up for 1000 points; the next room also happens to have this starbase's self-destruct timer.

Room 6
The glass panel on 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 pressed to temporarily freeze it; the fire extinguisher seen in the centre of this room is also worth 250 points, and the knife upon the right side of it is worth 500.

Room 7
The laser cannon on the wall will fire shots at your characters (and is worth 3000 points when destroyed); it is also worth noting that if you happen to insert an I.D. tag into the red holes with the flashing text "ID!" above them in the cannons' rooms they will stop attacking as the text changes to "OK".

Room 8
The lamp in the centre of this room and the bomb on the right side of it may both be picked up for 500 points apiece; if you fail to order a destruction before the self-destruct timer runs out, the Xenos will overrun it and you will not receive any bonus (except for the 1000-point one for every item you recovered from the base). However, if you'd ordered the destruction of the base you'll receive 100 points for every Xeno you killed (maximum value: 7400) - and, if you managed to kill all seventy-five Xenos on the base before the self-destruct timer ran out, you shall receive a health bonus of 200, along with 300 points for every Xeno you had killed (maximum value: 22500). The game shall then continue until all players have run out of energy; because it does not have an ending the closest any player may get to "winning" it is if they can manage to make their score roll over at 10,000,000.